r/aigamedev • • Apr 10 '26

AI Game Dev Discord

64 Upvotes

Friendly reminder that we have a discord server you can all hang out at. The discussions there are much more in depth, and nothing beats being able to chat to other like minded devs in real time (or close to). Hop on this weekend and say hi.

https://discord.gg/6yrzsDJVGp


r/aigamedev • • 8h ago

Demo | Project | Workflow Opus 5.5 is a beast. Made a full game in less than a month...

262 Upvotes

Never thought I would, one day, make a game so features packed in... Less than a month. Been coding for the past two decades, and with AI for the past year, well, I'll never write a single line of code again... 😱

Started working on Voltane, a RC car game around the 20 September, launched a beta about ten days ago and we are reaching a point where the game starts to be really complete and polished.

Just added local split screen, useable in the campaing mode, as well as the offline - and the online mode. 😍

What a time to be alive 😁

Feel free to check it out @ https://playvoltane.com


r/aigamedev • • 5h ago

Demo | Project | Workflow RTS + FPS hybrid game in progress

106 Upvotes

Some gameplay of a game I have been working on last couple days. Two of my favorite genres combined, going for retro futuristic style. All done with Claude Code using Opus 5.5.


r/aigamedev • • 4h ago

Demo | Project | Workflow lightning strike in Unity, made with AI

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54 Upvotes

Made this lightning strike in Unity with Claude & Codex: glowing cracks on impact, then burn marks and smoke.

It uses 55 Shuriken systems. The AI used editor scripts to build it and frame-by-frame screenshots to revise it. R01–R08 were its own revisions; R09–R13 followed my notes.

I'd like to try more elements next. What would you like to see?

Updates on X: https://x.com/excifroge/status/2111367354253029843


r/aigamedev • • 1h ago

Demo | Project | Workflow Working on a narrative RPG set in a city slowly drowning

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• Upvotes

Here's the protagonist's apartment

I'm developing The Drowned Republic, a narrative RPG inspired by Disco Elysium.

The game takes place in Vesper, a city divided by elevation and social class. The wealthy live comfortably on dry, elevated ground, while the poorest residents survive in partially flooded neighborhoods, relying on homemade gasoline-powered pumps to keep their homes habitable.

You play as Xander Voss, a sarcastic, 34-year-old floodgate operator who dreams of escaping the lower districts.

The game begins with Xander waking up to find his apartment flooded because his pump ran out of gasoline. You can borrow fuel from a neighbor, buy it, or steal it, with different outcomes depending on your character's skills and choices.

This screenshot shows his apartment. It's still an early prototype, but I'm aiming for a hand-painted, atmospheric RPG focused on dialogue, exploration, and meaningful consequences.

Would love some feedback on the art direction and premise!


r/aigamedev • • 5h ago

Demo | Project | Workflow Workflow for 3D assets (opus 5.5 and blender)

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54 Upvotes

Okay so I’m just gonna say it. A lot of yalls 3D assets suck or look way too much like Ai slop assets.

Step 1. Go to the ChatGPT app or website and flesh out an idea for a character. After you do that ask it for a reference picture that captures different angles and details from the character. It should give you something like the 1st picture.

Step 2. Ask ChatGPT to write out a master prompt you can feed opus 5.5 connected to the blender mcp and also tell your ChatGPT to remind it about its skills, tell it that you plan on giving opus 5.5 the reference picture alongside the master prompt it makes. (You can also ask it to rig and animate with this prompt I would just ask it to rig and worry about animations later)

Step 3. https://github.com/arjun988/blender-skills
Give this link to opus and tell it to install these skills as personal skills not just for the project you’re working on.

Step 4. Give opus the master prompt and photo reference.

From this point you will have your model, for animations ask ChatGPT to write out another master prompt going into detail about what animations you want and tell it to go into detail about limb compression and extension so opus understands how limbs should move.

Now you have an asset that is no longer detectable to ai detection softwares. It’s an asset made in blender and isn’t missing textures and is fully automated.

Edit: if y’all really want more details and people to hold your hand through the process join here.

https://discord.gg/h8hvSAbzD

2nd edit: if you click on every comment hating and click on their account they are literally people who use to post about making games and then stopped when the rise of AI came into game development. They are antis. So to all the antis smfd and go to your own subreddit.


r/aigamedev • • 10h ago

Demo | Project | Workflow Syndicate Wars / Ghost in the shell inspired - DEV UPDATE #2 - With a drop of Tiberian sun and Battlezone

88 Upvotes

I always thought in games like Syndicate wars and megalopolis type dystopias what would be outside cities, and I always like wastelands with mysteries and dangers. So I made this showcase - what if you are banished from safe boundaries of the city to the wasteland destroyed by solar flares, wars and others, in same Syndicate wars inspired universe I made previously.

Also, while playing Tiberian sun, I always wished there was more base building option, to form and decorate the base to your liking, but game was to chaotic. One tank rush would level even the terrain, not mention the base. Here I made it more like Battlezone where you are base commander.

It is still work in progress and some animations are work in progress, and i have to work on building construction, but I hope you like it so far. Made it as prototype to see how it would feel to switch from party RTS to base building RTS in same game. I will get back to the city mechanics as in first video now.

Here is the link to the last one: DEV UPDATE #1


r/aigamedev • • 4h ago

Demo | Project | Workflow Opus 5.5 allowed me to recreate a game from childhood

16 Upvotes

As a kid, I really loved the heist game The Sting!, but I was only ever able to play the demo version. Recently, I've been thinking about it and last week I finally started developing my own version with Opus 5.5 just so I could play it.

I'd love to get some feedback if anyone is interested in the concept or remembers the game! I'm still actively improving the game so hopefully I'll have more and more levels ready soon.

Playable Link: https://game-blueprint-job-pyde-prod.apps.promptship.dev/


r/aigamedev • • 5h ago

Commercial Self Promotion We wanted a 1997 internet that feels alive: local AI NPCs in a hacking sim

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18 Upvotes

Netshell is a hacking sim set in 1997: a UNIX desktop, IRC, underground forums and a few hundred simulated servers.

We wanted an internet that feels alive, characters changing their behaviour depending on how you approach them and how you interact with the world

The NPCs on IRC and the forums run on a local model shipped with the game (offline, no API), and they only speak from what exists in that world, so they react to your actions without making things up. These are some things that AI NPCs do in the game:

- You can post doubts/questions about how something works in the game (infra/network), and there is an AI NPC user in the forum that sometimes answers you, so it is a way for the user to ask for help

- You can convince AI NPCs, admins, or employees to hand you over passwords

- You can talk to them via e-mail and also via IRC (different clients are available).

We plan in the future to make this technology a standalone product where other devs can also use and benefit from it. There is a limitation tho, the answers are slow (which works fine for our game), and it requires the player to have a 6GB VRAM card at least, unless you don't ship offline.

The free closed playtest is open now, but the AI NPCs aren't in this build yet. They come later when the mechanism gets more polished.

Steam page: https://store.steampowered.com/app/4561620/Netshell/
Sign up: playnetshell.com/playtest

Do you have/see any use case for using AI NPCs in your game, and, is any of you trying to implement AI NPCs on your game?


r/aigamedev • • 2h ago

Demo | Project | Workflow I built a stickman beat 'em up. Here's the new trailer

12 Upvotes

Hey r/AIGameDev! I’ve been heads-down building Hard Counter: Stickman Fight, a rooftop beat 'em up centered on dynamic reaction-based combat (read telegraph signals, counter, and chain attacks across 30 waves).

Since this sub focuses on solo pipelines, tool workflows, and technical dev mechanics, I wanted to share the new trailer along with a breakdown of how the combat state machine works and a few code/pipeline hurdles I ran into along the way.

Enemies telegraph with sparks over their heads. Blue means counter, red means a blade (evade), yellow means a gun (dodge the shot). Read it right and you chain from one thug to the next. Land enough clean hits and you unlock brutal ground finishers: Leg Break, Arm Bar, Neck Snap, plus two-at-once counters like the Head Clash.

It's in closed testing on Android, submitted to the App Store, and it's coming to Steam and (hopefully) Xbox. There's a free browser demo on itch if you want to try the combat: https://inveighgames.itch.io/

I'd love feedback on the trailer.

You can go full screen in the settings menu.

SUB RULE 4 - How Ai was used - I had to rely heavily on precise hitstop frames, localized camera shake curves, and specific joint-angle snapping during finisher animations to convey heavy impact. Re-timing the leg break frame-data took about six iterations to feel truly mechanical. My virtual joystick had a frustrating bug where moving right registered as a slow walk instead of a sprint. The issue came down to how radial distance was calculated when a player's thumb dragged past the outer control ring, which registered as a weaker push vector. Fixing the radial normalization math took two days of debugging for what ended up being a single line of logic. Managing my platform-specific builds (Android, iOS, itch.io, Steam, and Xbox) as a solo developer is about 50% gameplay logic and 50% submission pipelines, entitlement setups, and API alignment. Automating build configurations per target platform saved a massive amount of technical overhead. If anyone has any questions feel free to let me know.


r/aigamedev • • 7h ago

Discussion AI-assisted assets I created for my personal project. Sloppy enough?

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20 Upvotes

r/aigamedev • • 4h ago

Demo | Project | Workflow Mermaid scene I did in 2 evenings

11 Upvotes

I used the Defold game engine and Blender for 3D modeling. Used ImageGen for the initial scene look and feel, then used Codex for around 2 days to make it look like the initial image.

Initially, I set up the agent to take a screenshot and use a script to compare it with the reference image: https://github.com/vlaaad/mermaid/blob/main/Blonde-Mermaid-in-Atlantis-Ruins.png?raw=true

Left it running overnight, iterated on how it should approach it. Obviously it's not quite like the reference, but in general I think it looks nice and produces a satisfying picture.

I wanted to both make it look nice and keep it performant on the web. You can check it out yourself here: https://vlaaad.github.io/mermaid/
Mobile controls: touch and hold the left side of the screen to move; swipe the right side to turn.


r/aigamedev • • 29m ago

Demo | Project | Workflow I made an RPG rougelike game using Opus 5.5

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• Upvotes

There's lots of stuff to explore, i dont want to spoil anything. let me know your thoughts!!

Play directly on brwoser: https://aether-io.vercel.app/

And if you actually played the game let me see your character, class and progress !!!!!!!!!!


r/aigamedev • • 45m ago

Demo | Project | Workflow Skyveil Horizon - Testing out the laser beam

• Upvotes

I finally got some game mechanics into the game! New enemies have been added to the world development. I also made some changes to the HUD along with introduced new mechanics such as abilities.

This is a sneak peek into one of the characters abilities and them in action. I've already gotten interested testers. The game is getting closer to some playtesting. Let me know what you think!

I am looking for voice actors for the characters as ElevenLabs hasn't done well enough for what I am looking for. If you are interested, please comment below! Also, if you are interested in playtesting, please let me know in the comments as well.

With people who indicated interest in my last post, I am not ignoring you. I'm just hoping to get the game into a good state to conduct the testing.


r/aigamedev • • 23h ago

Demo | Project | Workflow I trained a pixel art image model!

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229 Upvotes

Been a minute since i've posted here - but i have something cool to show you guys. I've been working on this for a while, it has taken much of my blood and sweat and tears. I know I'm not the first person to figure this out, but It came out pretty good i think, better than i was expecting.

nano banana is so bad at getting sizes right for pixel art, you basically can't get 32x32 no matter how hard you try. So we're doing this now.

You can generate any size from 16px - 128px, and up to 4:1 aspect ratio. Oh and it generates with a transparent background 💪

I feel like this unlocks so many cool things for generating with pixel engine. You can build whole pixel art worlds now and animate them.


r/aigamedev • • 13h ago

Commercial Self Promotion Curious to hear what this community really thinks about my AI game

42 Upvotes

Hey everyone,

I have received so much negativity because I used AI for my game but so curious to hear input from people who actually dont hate AI lol

My dev partner and I are indie creators who normally stick to a standard Unity workflow. We kept seeing how much AI was evolving for game development and wanted to see what it could actually handle if we fully committed to testing it out.

It took a couple of months of trial and error, but we actually have a fully functioning game now. We just put our cozy hex-grid puzzle game, Hexcavate, up for sale on Steam. It's a relaxing logic puzzle about dwarves mining floating islands by turning tiles to route bombs into boulders. 

To get this done, we worked together using Claude to help write scripts and figure out the logic in Unity. For the visual side, we generated our base 2D game assets using ChatGPT, and then we took those into Photoshop to manually customize and clean everything up to fit the game's style.

It was definitely a learning curve trying to figure out how to fit everything together smoothly, but the workflow ended up working out really well for us.
Here is the result if you want to check it out: Hexcavate on Steam

Thanks!!


r/aigamedev • • 2h ago

Commercial Self Promotion My space incremental demo drops Monday. Would love feedback on the build menu before it goes out

4 Upvotes

Hey, I've been working solo on Beyond the Cradle, an incremental game where you start on one planet and spread across the whole solar system. The demo is out on Steam this Monday, a wishlist would help a lot: https://store.steampowered.com/app/4464270/Beyond_the_Cradle/

I'd love some feedback before launch. Is the build menu clear? Can you tell what each building does from the card art? Anything you'd change?

Also, the planet uses a hex board right now, but a few people told me a square grid might be better. Which one would you rather play on?


r/aigamedev • • 4h ago

Demo | Project | Workflow Specializing in the 1 HTML file game genre and Im loving it. Game is fully made with ascii characters.

5 Upvotes

Every hill, river, roof and sheep in Land of ASCII [0.6.5] is drawn in letters, and so are the people of its three villages. It's a quiet game about exploring a small land, roughly 2 x 2 km, and the whole thing fits in one 1 MB HTML file. There are no images and no engine, and you play it in your browser.

There's a fort on a hill and a lake to walk to. The villagers go about their own days; say hello and some of them will ask you a small favour. Stop wherever the view is good and sketch it. Night falls, rain sets in and clears again, and the music and every sound are made in code as you walk.

Half an hour is enough to see the main sights. After that the land is still there whenever you want a calm walk, and each seed builds a different world.

- The whole game is one HTML file of about 1 MB (1,017 KB). No images, no engine, no downloads.

- The world is 2 x 2 km. Walking straight across takes about 8 minutes.

- Every frame is around 40,000 letters, drawn from 28 characters in 617 colours.

- 32 kinds of sound and 3 music tracks, all made in code as you play. There isn't a single recording.

- The default world has nearly 12,000 trees, 58 villagers, 255 animals and 59 buildings.

- The villagers have 329 lines of dialogue between them.

- 27,000 lines of code, with no libraries.

Anyone interested of trying it out? I can share the link if its okay.


r/aigamedev • • 10h ago

Demo | Project | Workflow Creating a multiplayer extraction RTS with Claude Opus and GPT Astra in under a month.

20 Upvotes

This is Out of Pixkrieg, a multiplayer extraction RTS that runs in the browser. You command a group, raid camps, fight other players and rescue new units. Bring them home and they stay in your roster. Permanent losses mean losing the unit and its equipment.

It reached this first testable prototype over a few weeks with massive help from Claude Opus 5.5 and some GPT Astra. Before that, I had built the procedural generators for units, structures and terrain as the foundation.

The development tools are a big part of what interests me here. I want to build things I can reuse or build on in future projects. A generator gives me drawing rules I can keep improving, with those changes carrying through to many assets.

Two earlier tools are open source under MIT:

Both posts link to the source. The generators in this game build on what I learned making those tools.

A couple of concrete design choices in the game:

  • Unit identity and equipment are separate inputs. A seed determines the character's appearance and name, while its loadout changes what it wears and carries. New gear can change the silhouette without turning the unit into a different person.
  • The drawing system uses material and tone values mapped through shared five-step colour ramps. Units, structures and terrain follow the same visual rules, with team colours kept distinct from the environment. That gives the generators a common palette to work within.

AI is heavily involved in developing the code behind these systems. I'm a sucker for procedural generation, increasingly so, and having the asset work happen through code leaves more room for the game around it.

That room goes partly into wild brainstorming. The iteration speed with AI is great: I can try ideas, see what they become and throw plenty of them away. I want to keep experimenting while building up tools and knowledge I can carry into the next project.

For implementation, I use worker/reviewer tandems. I define the task and quality threshold. A worker implements it, a reviewer evaluates the result and identifies improvements, and the worker addresses those findings. They repeat the review and revision cycle until the threshold is reached. Design, architecture and progress notes live in the repository as context for the work.

The stack is Rust on the client and servers, WebAssembly in the browser, wgpu rendering and a thin TypeScript shell.

It's still a rough first prototype. I think it's far enough along that letting people play it is more useful than waiting for everything to be polished.

Play the free browser prototype from October 16 at 16:00 CEST until October 18 at 10:00 CEST.


r/aigamedev • • 21h ago

Demo | Project | Workflow If you're comfortable with local image generation and can run Krea 2, I have a set of loras that will generate pixel art at 32x32, 64x64, and 128x128. Free, open weights.

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144 Upvotes

Download them here: https://huggingface.co/e-n-v-y/Krea-2-Pixel-Art

You'll probably want to install the refiner node on that page. It fixes any blurring between the pixels and palette reduces the final output so you get perfectly clean pixel art. Note that that wasn't done in the sample images here, hence the occasional blurry pixel.


r/aigamedev • • 7h ago

Media slimes

8 Upvotes

meet the slimes from my voxel game 💚❤️💜

they laugh, get scared, fall asleep and literally swallow blocks and digest them 😅

which one would you keep as a pet? 👀


r/aigamedev • • 15h ago

Demo | Project | Workflow Day One of trying to make a character editor for my game

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37 Upvotes

Sigh it's gonna be a long one.


r/aigamedev • • 3h ago

Demo | Project | Workflow Siege / Defense Game - wip

4 Upvotes

Building siege game where you need to defend your castle but daaaaamn optimization is hard :D this is a test map but I kind of want to have the structure collapse under weight etc... but I guess I will have to make the debris disappear in the end, not sure what else I can do to make is run smoother Claude and GPT are doing great work optimizing it but needs so much work still :) Unity engine, might not have been also the best choice for this kind of game with so many things happening.... On other hand my 5y old running around this small map for 30 min leveling it down and he had fun hahahaha


r/aigamedev • • 8m ago

Demo | Project | Workflow Working on the first NPC for my Fishing Game made with Opus 5.5 + blender

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• Upvotes

Name of the game is I Just Wanted to Fish, planning to release a demo on steam soon

https://store.steampowered.com/app/5350560/I_Just_Wanted_to_Fish/


r/aigamedev • • 9h ago

Demo | Project | Workflow OpenMercs - MechWarrior 2: Mercenaries, Reimagined

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9 Upvotes