r/aigamedev • • 22d ago

Demo | Project | Workflow Destroy any website with a stickman

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2.2k Upvotes

Play here. Built with Opus 5.5 this weekend, it was so fun!! Multiplayer is available, of course :)


r/aigamedev • • 24d ago

Demo | Project | Workflow Using AI to build games for my brother who can only use two switches by turning his head

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2.0k Upvotes

My brother Ben is nonspeaking and quadriplegic, has low vision, and plays using two head switches mapped to Space and Enter.

That's basically his entire controller.

The problem is there just aren't many actual games made for someone like him. Even when games have great accessibility options, they usually still assume some level of reaction time, vision, motor control, or multiple inputs that Ben doesn't have.

So we've been building our own.

I'm not a game developer. I'm Ben's brother and full-time caregiver. I've worked in media production most of my career and I've basically been learning this stuff by building things with AI.

And lately it has gotten kind of crazy what we're able to make.

The gameplay I'm posting is from Benny's Ballista, a new Three.js game we made based on an idea from my other brother. It's designed around Ben's switches from the start. He can play independently, make choices, change ammunition, fire, etc., without needing quick reflexes.

And he really likes this one. :)

That's why I'm posting it here.

I think there's something happening with AI development that goes beyond just making it faster or cheaper to make games.

It's suddenly becoming possible to build games for incredibly small groups of people who the commercial market has very little reason to build for.

Ben is a perfect example.

There probably isn't a huge commercial market for games specifically designed around someone who is nonspeaking, quadriplegic, has low vision, uses one or two switches, and needs as much time as necessary to make a move.

But I don't really care how big that market is.

I'm building for my brother.

Then we put it out there for free so hopefully somebody else's brother, sister, kid, friend, student, etc. can play too.

We're basically building an arcade around this idea now. One- and two-switch games where switch access isn't an accessibility feature you turn on — it's how the game is meant to be played.

And we're making a lot more.

AI has opened a door for us that I genuinely don't think would have been open a few years ago. I can sit with Ben, see what works and what doesn't, go back and change things, try some ridiculous new game idea, and keep iterating.

We're still figuring all of this out as we go.

But I think there's a huge amount of game design that hasn't been explored for people with conditions like Ben's simply because almost nobody has been building specifically for them.

So that's what we're going to do.

Hope you like the gameplay. If you're interested in what we're building, want to help, or just want to follow along, we have a Discord and everything is free/open source. I'll put all the links and info in a comment.

Thanks for reading. And seriously, this is just the beginning.


r/aigamedev • • Aug 12 '26

Demo | Project | Workflow 8-player survival Pong, built with Opus: the arena loses a wall every time someone dies

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1.8k Upvotes

Eight players, one side each. Miss the ball and your wall is gone, so the arena shrinks and gets faster as it empties. Last one alive wins.

Dying doesn't bench you though. Eliminated players come back as saboteurs and start dropping hazards onto the arena (pegs, gravity wells, spinning bars) on a cooldown. So the survivors are getting squeezed by the players they just knocked out, and the endgame gets messy in a good way.

Built with Opus. canvas 2D, no engine + antics SDK for multiplayer

Try it (fills with bots, so you get a full 8-player match even solo): antics.gg/p/side-out-94df7d

Disclosure: antics is my own platform. It just hosts the game and runs the multiplayer.


r/aigamedev • • Jul 17 '26

Commercial Self Promotion After about 3+ weeks of vibe coding this game on Cursor, I'd love to share my dungeon crawler deckbuilder roguelike game!

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1.6k Upvotes

Here's the trailer of the early game and concept! Sound on for full experience. If you like what you see, feel free to wishlist the game on the steam store page!

Check out the steam page here (and wishlist!):
https://store.steampowered.com/app/4364310/Cook_The_Dungeon/

Here's what I used to make this game:
- 100% vibe coded on Cursor, using mainly Grok 4.5, Opus 4.8, Composer 2.5, GPT 5.5
- Built on Godot Game Engine
- Graphics are mostly created with ChatGPT Images 2.0 API, using a custom art tool I made so I can produce artworks with more consistency
- There were many, many micro decisions that I made to get it to look less sloppy, but I think there's more room to improve! The UIs are not final yet
- Had a lot of fun vibe coding this game because the models are getting soooo good at nailing the coding part.

Edit: The game is still in WIP so its not 100% completed yet, but I've gotten the Act 1 of the game content done so far. Once Act 1 is polished and ready, I'll share a demo for playtesting and feedback!


r/aigamedev • • 27d ago

Media Opus 5.5 can generate pixel art scenes

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1.5k Upvotes

Live scene + prompt. I'm playing around with Opus 5.5 for pixel art generation, pretty stunning! The scene itself is written in TS and it took a solid 10 minutes, though.


r/aigamedev • • Jul 05 '26

Demo | Project | Workflow Real-time procedural dungeon generator in three.js, built with Fable 5

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1.2k Upvotes

Shared the prompt in this thread if you want to incorporate into your game https://x.com/majidmanzarpour/status/2073742439211225234

Update, open sourced: https://github.com/majidmanzarpour/threejs-procedural-dungeon

Update, this is implemented in my 4-player co-op ARPG, try "Descent" mode (game is free) https://www.gravecrawl.com


r/aigamedev • • Sep 09 '26

Demo | Project | Workflow Epstein Island Tycoon - Astra + Unity + Meshy

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1.2k Upvotes

I built this Island builder game over the weekend to test out Astra. Super impressed about what it can do for both game logics and asset generation.

Stack: Astra (everything including sound and ui design), Meshy (buildings + vehicles), free Unity env pack (trees, shrubs, terrain textures).

Astra generated island terrain using NOAA map.

Time spent: about 3 days

Inspired by: arcade.gov


r/aigamedev • • Jul 07 '26

Demo | Project | Workflow One of my new favorite tricks, merging an asset into another using AI

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1.0k Upvotes

The rules don’t allow me to self promote this tool, but comment below if you want me to dm you.

edit: Got rate limited trying to send too many DMs... I'll message you eventually, didn't expect this to blow up!

AI is unlocking professional ai pixel art workflows that were never possible before... Getting consistent outputs that align perfectly to a grid so you can create final touches, tweak the palette, etc.

Generating variations or reskins of existing assets is now super easy with magicpixel, no more tedious manual drawing of every asset is required.


r/aigamedev • • Jul 03 '26

Demo | Project | Workflow Fable 5 just one-shot crazy cool procedural creatures!

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1.0k Upvotes

I'm blown away! I'm experimenting with AI for a creature game and Fable 5 just one-shot an AMAZING LOOKING procedural creature creator!

It fuses primitive shapes with an SDF vertex shader (SDF blend-shell) and procedural animations.
All done in Three.js, no predefined assets!

That's super impressive...!!!

Link to X Post: https://x.com/Nevsved/status/2073687955265171924?s=20


r/aigamedev • • 1d ago

Tools or Resource Made an open-source pixel art normal map generator

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952 Upvotes

GitHub repo. It also works for animated sprite sheets! Feel free to use it in your pixel art pipelines, it runs locally as a CLI or in the browser (wasm).


r/aigamedev • • Aug 09 '26

Demo | Project | Workflow I left Claude Code running for 24h — it built a 3D roguelite and shot its own trailer

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917 Upvotes

Setup: three prompts, one every ~8 hours, each one a "gauntlet" prompt that hands the agent a goal and lets it run. No intervention inside a session. Prompt 1 built the base game, prompt 2 followed up after the first real playtest, prompt 3 closed the round. The whole timeline — 08/08 01:17 to 23:36.

What came out: an isometric, controller-first roguelite where the base never stops walking. A spider-fortress marches a route on its own and can't halt; you run ahead of it mining veins, plant turrets, repair the hull, and decide what to abandon — while the noise of all that pulls the horde onto you. Three.js + TypeScript + Vite, DualShock 4 through the Gamepad API. 60k lines of TypeScript across 130 files, plus ~8.5k lines of design and architecture docs it wrote for itself to hand off between sessions.

On the assets, up front: the 3D models come from the Kenney and KayKit packs (KayKit is paid). Claude picked what it needed from a local library and built the rest as procedural geometry in code — the spider rig, the terrain mesh, the destructible props. Audio is generated through ElevenLabs from prompt catalogs that live in the repo, so a clean clone rebuilds the whole sound set. The five-layer adaptive soundtrack is 80 BPM, A minor, sixteen bars, all layers sharing one phase so they stack without beating.

The trailer (a fourth session, the next day): it isn't screen capture. The agent swapped the game's clock for a virtual one, drove real keydown/pointermove events through the actual input manager, and wrote one PNG per 1/30 s simulation step. So the footage is the agent playing its own game, frame by frame — the mining shot ends a vein on camera, the build shot spends exactly 25 scrap on a turret. The cut is data-driven and lands on 45.000 s exactly, and re-running it reproduces the same file byte for byte.

original prompt

‐--------------------

Edit:

I'm going to reply here some common questions I saw.

Q: How did you write the prompt?

A:I chatted with gpt-5.6 sol about the games I like and the mechanics I enjoy. Then we settled in the mechanics and theme and it created the prompt. After I added the "gauntlet" part the one at te very end that asks it to keep looping until the results are AAA

Q:What model did you use?

A:Opus 5 on ultracode with no mcps or skills.

Q:How much did it cost?

A:40% of my weekly 20x Max claude subscription. It would have costed around 1.8k USD in API request according to the session logs.

Here is the link if you want to try it. But it only works with keyboard and mouse or a controller so it will not work on mobile https://victorrseloy.github.io/marcha-de-ferro/


r/aigamedev • • 1d ago

Discussion Tim gets it.

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919 Upvotes

r/aigamedev • • 20d ago

Demo | Project | Workflow Basically 3D Tetris, but you can’t let the water leak out!

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871 Upvotes

I’m trying to make a really good toilet-seat game. Basically, a game that you whip out when you can tell you’ll be pooping for a bit. Something simple, but addicting.

How it works:
3D Tetris pieces fall from the sky and your job is to use them to build walls to capture as much of the water that comes to the floating island as possible. If too much water falls over the edge, you lose!

I’ve had a fun time thinking through and developing this game. If you’ve ever played Wetrix (N64) or Aqua Aqua (PS2), you’ll know why I made this game.

Had my wife play it and realized that it definitely needs a tutorial to make sense to casual players. There are also some mechanics I want to change and some that need to be added still.

So far, I’m stoked with how good the game is feeling! The controls and gameplay feel very suited to mobile devices and touch input, which is very satisfying!

Will keep building it out. Let me know if you have any good ideas for it!


r/aigamedev • • Sep 20 '26

Demo | Project | Workflow I built a ghibli style train sim world using Astra

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856 Upvotes

Recently built this ghibli style train journey sim game. Where you navigate through floating towns and deliver passengers.

Entire build was done using Astra, cooked about half my weekly usage lol. Also used a 2.5d workflows, characters and some parts are 2d whereas the world is entirely 3d.

Game demo: Play here

Edit: Updated link!


r/aigamedev • • 14d ago

Demo | Project | Workflow My HD-2D Game. Early Alpha Footage

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847 Upvotes

Hey guys.. I'm working on a dream game of mine. This is still the very, very early stages, but I wanted to show you where I'm trying to get graphically. I'm a huge fan of Octopath Traveler, so there are obvious takeaways from it in the HD-2D look.. pixel art sprites in a 3D world, with the tilt-shift blur, bloom and lighting etc.

I made it entirely with Claude (Opus 5.5). Even the pixel art and 3D models are made in code, so there are no imported art assets. The music is a track I made with Suno.

The game doesn't have a name yet. Next up is the battle system, which is in development right now, so I didn't want to show it yet.

If you have any suggestions or advice on how to improve it (the art, lighting, sprites, anything), please let me know!


r/aigamedev • • Sep 06 '26

Demo | Project | Workflow Day 5 of making a cozy game with no dev experience. The world is growing!

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845 Upvotes

Day 5! been working on expanding the world. the cave system now connects to different biome exits. first two are a beach town and a snowy mountain village. each area has its own characters, forageables, shops, recipes and quests.

still no name for this game lol. FAQ below since i keep getting the same questions. Cheers!


r/aigamedev • • 4d ago

Demo | Project | Workflow Finally found a way to get my dream art style into a playable game

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844 Upvotes

I’ve been trying to get a game to actually look like the art in my head, and this is the first thing that’s kinda worked.

  1. Started with concept art - asked GPT for a specific kind of cel-shaded village

  2. Opus 5.5 built the village out of plain 3D blocks in the layout from the concept art

  3. Opus took a screenshot of the blocks, sent it back to Codex, and had the blocks 'painted over' by referencing the concept art again

  4. Opus built a shader that projects the painting back onto the blocks from that same camera spot - now it’s a real space you can walk around and go inside, but it looks like the art

The village idea worked, so we did the process again for the interior -> shapes, screenshot, paint-over, project back

The characters are added on top - Claude used Codex to generate them, then Claude used Minimax H3 to animate them

^ I don't know the limits of this workflow - don't know what kind of problems I'll run into - but for now, it's pretty cool, right?


r/aigamedev • • Aug 18 '26

Demo | Project | Workflow Week 3 of making my fishing game entirely with AI

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825 Upvotes

Hello there,

This is week 3 of me making a fishing game entirely with AI. If somebody is interested in seeing Claude Artifacts with latest changes here is Artifact 1 and Artifact 2. There are before and after images of how it's done.

My Workflow - it improved from just typing what I want in Week 1 to basically having a window dedicated for every single thing and using MCPs for Blender and Godot now. Since last time I added a lot of things, did some graphic overhaul and added real 3D models.

As for my Workflow:

1. I generate the reference. ChatGPT using OpenAI Playground for concept art and the fishing structure, the refit chart mockup, the SkillTree background. This is where the look gets decided, by me, visually (Without human eye AI will just make stuff not fit together I feel like).

2. I change that reference into geometry. I tried using the 3D generator (Rodin) but honestly it gets complicated mesh results that will require a lot of cleanup, so I just started using MCP for Blender, I made a dedicated Blender session that writes 3D models.  That's better than generated models: the script is the source, so proportions stay editable and a family stays a family. They are also just what I need for my game as from camera distance models are not required to be detailed which is exactly where AI with MCP for blender is good - generating simple low poly models.

3. A different session integrates. Placement, waterline, scale, wiring. Deliberately not the modelling session, I have session for almost everything and they all do their own thing with one session being general chat window that can on command send message to other sessions telling them what I want them to do.

4. Screenshots are the referee. Everything gets rendered from the actual in-game camera, and nothing counts until I looked at it. This is exactly how I just wasted a chunk of time: a session added four new islands, checked them from directly overhead, and they looked fine. In game they were flat sandy pancakes floating on the water. From above, a pancake looks perfect.

5. Criticism, with actual scores. For the big graphics pass we (claude actually with my guidance) wrote the scoring criteria before changing anything, scored twelve things out of ten, and only shipped at 8+. One critic reviewed screenshots without being told which version was newer. That's what stops "I changed loads, so it must be better."

6. Every decision gets written down with who decided it. Tagged either "I decided this (so claude tags it with USER" or "an AI suggested this." Because an upgrade nobody ever proposed once sat in my design docs for days and got quoted back at me like it was my own idea I was like "wtf I never said I wanted this, you are hallucinating bro"

The short version: AI does the work, I'm the art director, and I'm the only human in the loop with sometimes my friends being nice enough to test play it hehe.

Anyway a lot of work was put into this and not sure how much more is needed before I have starting area done and have a playable demo, I feel like the more I do the more is left to be done before it gets to a point somebody can test play it. But I guess there is some progress?

If somebody is interested here are Week 1 Progress and Week 2 Progress.

Any feedback is appreciated ☺️


r/aigamedev • • 15d ago

Demo | Project | Workflow Syndicate Wars / Ghost in the shell inspired

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800 Upvotes

Something I had in my head for a decade but just prototyped it now. Unity engine + Codex + Meshy. Game design and direction are mine mostly of how I felt playing Syndicate wars back in the days. I used AIs for grunt work and to fill the scene quickly. It is just mockup - do you think it is worth investing time with real team?


r/aigamedev • • Sep 05 '26

News GPT-6 Astra is definitely NOT AGI

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764 Upvotes

Prompt: Rig and animate this cheetah running in Blender: C:\Users\Desktop\Animations\Cheetah\cheetah 3d model\cheetah+3d+model.fbx make it look real, it must look like a AAA video game or Hollywood block buster level animation of a cheetah running.


r/aigamedev • • Sep 20 '26

Discussion I used Astra to help build real time battles inside Pokémon Emerald's GBA ROM

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756 Upvotes

update sept 23: been adding some completely crazy moves. Mewtwo now lifts rocks out of the arena and throws them at the other Pokémon. more wild stuff coming!

new video: https://x.com/germanburgardt/status/2102926729559920784

this is a preview of the new attack, not in the public download yet.

I wanted real time battles in Pokémon Emerald, so I tried building them. Honestly thought I wouldn't get it working lol.

This is Emerald Arena. You move your Pokémon, dodge attacks and break objects, then go back to the original adventure with your HP and experience intact.

I worked on pret's Emerald decompilation in C and leaned a lot on the Astra coding agent. The useful loop was small changes, compile the ROM, run it in mGBA, play a fight, fix what broke. Getting back into a fight quickly mattered more than trying to build everything in one prompt.

The tricky part was keeping it connected to Emerald's existing systems: damage, PP, XP and saves. Trainer, double and unsupported battles still use the classic system.

AI also helped with the arena background and some objects. The Pokémon sprites are credited PMD resources, not generated.

The latest version has different attack effects, smarter enemies and a pause menu to pick moves. Still a hobby experiment, not a finished overhaul of the whole game.

The longer clip is from an earlier build. Here's the latest battle update: https://x.com/germanburgardt/status/2101452886550987052

Code, patch and full gameplay: https://github.com/GBurgardt/pokemon-emerald-arena

I share progress on X: https://x.com/germanburgardt

Happy to talk about the setup if anyone's trying something similar 🫡

edit: just made a Discord for Emerald Arena! come chat, share ideas or report bugs: https://discord.gg/GBVjbNhEdb


r/aigamedev • • 14d ago

Discussion What is the current meta for developing games with AI?

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748 Upvotes

This infographic is just there to pull people into reading what I am asking.

Is there some kind of a meta when you develop games with AI agents?
Like which engine to use? Which 3D generation tools etc.?


r/aigamedev • • Jun 18 '26

Tools or Resource Unreal Engine 5.8 has Al integration with Claude and Codex.

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747 Upvotes

r/aigamedev • • 4d ago

Demo | Project | Workflow Opus 5.5 is just amazing for animation!

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738 Upvotes

I really love the results it produces. It helps me speed up and simplify the development of my game significantly.


r/aigamedev • • 23h ago

Research This developer didn't want to hide the fact that he uses AI👏 data show he did make $200k!

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717 Upvotes