r/aigamedev • • Apr 10 '26

AI Game Dev Discord

62 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 • • 10h ago

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

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143 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 • • 8h 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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86 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 • • 9h ago

Demo | Project | Workflow My 3rd Person Action Moba

34 Upvotes

I've been working on a third-person MOBA for a few weeks and just added a new battleground called Dragonscrest.

This one is my take on a brawly ARAM-style map, with a couple of side objectives to keep things interesting.

I built this using Opus 5.5 inside of Spawn. All of the character models were made with the agent using Blender, and the environment assets are all bespoke geometry.

Still lots of work to do, but I'm pretty happy with how this map is coming together.

You can try it here: https://www.spawn.co/@izkimar/league-of-spawn/play. Would love to get some feedback!|

---

edit: also if you want to keep up with the game please join us in the LoS discord - https://discord.gg/JVBQRFzq6


r/aigamedev • • 4h ago

Discussion How many of you guys have finished and published a game on Steam?

13 Upvotes

How much do you generate a month from it? Is it worth paying the $100, or too over saturated?

Did you have human testers before you launched it?


r/aigamedev • • 2h ago

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

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10 Upvotes

Sigh it's gonna be a long one.


r/aigamedev • • 7h ago

Demo | Project | Workflow Rolling-chassis vehicle sim: soft tires, solid axles, open diffs, and terrain that deforms

26 Upvotes

r/aigamedev • • 14h ago

Discussion Not all AI games are created equal

81 Upvotes

This is what a year of constant iterating and bug fixing looks like. It drives me crazy when people equate all AI-assisted games with slop games that were created with a few prompts. Not all AI-assisted games are created equal.


r/aigamedev • • 1d ago

Commercial Self Promotion My 2.5D Pixel Online RPG

425 Upvotes

Hi Everyone!

Looking for some feedback on how the visuals / gameplay looks on my in development 2.5D Pixel MMORPG that I am developing with my fiancee.

Boss fight starts around ~38 seconds with a "phase two" at around the 1:10 - 1:20 mark

First impressions? Thoughts on what could be improved or changed? From first glance does it look like something you would be interested in playing?

Edit: Some people have been asking for a wait list or how to stay in touch, I'm providing our website which also has our discord, please feel free to join! It was just started recently and does not have much activity. The current play test is friends and family only, but the very short "demo" is available for anyone who would like to try it.

Caveat: The website content and clips are largely outdated and show mostly old clips right now / a visual style that we have since moved a bit away from. Thank you for all your interest!

Website: https://lumoriagame.com/

Discord: https://discord.gg/gZFxH338Q


r/aigamedev • • 2h ago

Tools or Resource Tips + Starter Prompt to improve your game's efficiency

6 Upvotes

Part of "polishing" work I feel is reducing any hitches in game play. Doing a bit of research and analysis of my game's frame data, I saw that I was definitely generating and then garbage collecting many more instances than needed per frame. This is not a Unity problem but more of a software engineering problem.

The more instances you create and have to garbage collect each ms, the more you hitches you create. The keys are caching and singletons where possible and avoiding LINQ in code that runs during frames (it fires off a new allocation for every little thing). Each allocation costs real performance and if you can avoid it, do so. These are just small parts of the overall scheme to plan for.

So I worked with Claude to come up with a script+tools, and then iterated over a few times to nail my targets on my mid tier setup (4K, Max Graphics, 60fps, low 1%'s)

There's a starter prompt at the bottom for anyone who needs it :)

Unity's docs: reduce frequent managed allocations "ideally to 0 bytes per frame, or as close to zero as you can get." (Unity Manual: Garbage collector overview)

Some numbers (station, headless, 2,000 frames):

  • Per-frame garbage improvement: ~2.5 KB → ~0.06 KB (60 bytes) (about 97% less).
    • Unity's example: 1 KB a frame at 60 fps = 60 KB/s.
    • We're at ~4 KB/s
      • Feel that's quite an achievement for an open world+first person game made by one bozo lol
  • Radar screen painter: ~0.6 ms a frame with 3.4 ms spikes → ~0.06 ms with no spikes

Tools:

  • A headless profile run: plays the game in batch mode and records a capture
  • A capture analyzer that reads .raw files without opening the Profiler window: slowest frames with their hot path, own time per marker, garbage per frame by who made it
  • A "deep" mode that names the exact method behind each allocation
  • GPU render diags and a quality-tier sweep for the graphics side
  • A guard test that fails if steady play starts allocating again

Starter prompt if you want to build your own:

Write a Unity editor script that loads a Profiler .raw capture in batch mode (ProfilerDriver.LoadProfile + GetRawFrameDataView) and prints the 15 slowest frames and the top managed allocations per frame, grouped by the marker that made them. Then add a PlayMode test that plays my main scene for 20 seconds while recording to a .raw, so I can profile without opening the editor.


r/aigamedev • • 1h ago

Commercial Self Promotion IRONWAKE - demo available

• Upvotes

Hi,
Check out a free demo of my game IRONWAKE on itch.io


r/aigamedev • • 9h ago

Demo | Project | Workflow Codex Astra planted a bomb under my game, Opus 5.5 defused it. FPS, world scale, new locations, enemies, lighting and ground. Post-apocalypse with AI, part 5

18 Upvotes

The video shows a night run. The game has a day/night cycle, and this time I wanted to show what night looks like. Night is more dangerous: guards go out on patrol, searchlights sweep for targets, mines go off faster. The trade-off is meant to be better loot.

Hi! This is part 5 about The Last Sand, a post-apocalyptic game I’m building with AI agents. Opus 5.5 and Codex (GPT-6 Astra) write the code and assemble scenes, models are built in Blender via MCP, and the engine is Godot.

The process has settled down by now. I rarely give “do X” commands. First the agent and I work out what the game needs and check it against the project’s principles and our rules for building assets, zones and locations. We don’t reinvent things: we lean on best practices that developers of similar games share publicly. That turns into a task list the agents work through on their own. They build, launch the game through Godot MCP, capture screenshots and measurements, and keep going until it meets the bar. I review the results, give feedback and make the calls.

A time bomb

I’m not a game developer, and this part is mostly about the consequences of that. Early on, Codex built the project fast but left no room for the world to grow: no streaming in small chunks, no budgets for models, no caches. That’s not a complaint. It did what I asked, and I didn’t know to ask for any of this. While the world was small, it didn’t matter. Once I started filling it with locations and enemies, FPS dropped, and the car would hit an invisible wall at the entrance to the village.

When Opus 5.5 dug in, here’s what it found:

  • a raider guard had 23 materials and 98k triangles; the pickup with its crew had 461k triangles and 33 materials;
  • 78 of 192 assets were over budget, and a single campfire was made of 159 parts;
  • the ground recomputed its entire formula for every pixel every frame, which took up to 15 ms of a roughly 28 ms frame;
  • the world loaded in whole 240 m chunks. Until a chunk was ready, there was a wall at its edge, and the car would sit there for 8–13 seconds;
  • one drive along the test route made about 5,800 synchronous reads back from the GPU.

Opus took on the whole rework. I set one rule: no one-off fixes. You don’t fix “this fence”, you fix the mechanism for the whole class of objects, so new content gets the optimizations automatically.

What’s been done

  1. Ground via a virtual texture. The finished ground surface is cached around the camera and drawn once per patch instead of every frame. Frames got 5–12 ms faster with the same image, and now the ground can get more detailed without costing FPS.
  2. The world in 60 m cells instead of 240 m chunks. Collisions and a simplified view of the whole world are ready at load time, and detail streams in as you approach. The wall is gone. The area with the village used to take 21 s to be ready; now it takes 5.5 s. The longest frame on the drive went from 241 ms to about 60.
  3. Hunting stutters. The agent wrote a test drive that breaks every slow frame down by system. GPU reads went from 5,800 to 2, and frames over 33 ms from 45 to 3. The funniest find: whenever an oil-spill marker appeared, it recalculated the materials of the entire world, which ate 60 ms. On a MacBook Air M4: Low 49 → 78 FPS, High 32–36 → 60.
  4. Grass and ground cover. Grass is painted with a brush, and the game scatters the plants itself, thicker around rocks and walls. Tufts are built from cards with an atlas rendered from 3D plants in Blender: 20 triangles instead of 380–1500. Cars push the grass aside.
  5. Night lighting. A “light that’s still alive” set: gas station price signs, vending machines, a traffic light blinking yellow, sparking transformers, BAR and MOTEL signs, a TV showing static. Each object has its own damage story and a visible repair, and each flickers in its own way. Power lines and string lights are drawn by hand in the editor.
  6. Locations. A machine depot cut into a rock ridge on three levels, a dense village, and a gas station with a raider camp (the canopy turns see-through when your car is under it). The starting base moved off hardcoded logic onto the shared pipeline, and it finally feels lived-in.
  7. Enemies.
    • A turret, a bunker with a searchlight and a patrol drone.
    • A tank that visibly winds up before each shot.
    • A bulldozer with a rocket pod: it marks the impact zone on the ground and rams with its blade.
    • And since we’re talking bombs, an actual road mine. When it’s armed, the only giveaways are an antenna and dug-up sand. Once it triggers, you have 1.7 s by day and 0.9 s at night to get away.
  8. The world reacts. When shooting starts, villagers run into houses or crouch with their hands over their heads. The car drives over small debris, guardrails fold under it, and it slides off rocks instead of stopping dead.
  9. The agent checks its own work. It has around 170 regression tests, FPS measurements along the route by day and by night, and A/B frame breakdowns by object class. I don’t have to take its word for anything anymore.

Where I’m not sure

I’d like input from people who’ve been doing this longer than I have.

  • At night, the buggy’s headlights (6 spotlights reaching 50 m) cost about 7 ms. The agent suggested replacing each pair with a single spotlight using a two-beam texture, and I said no. Maybe that was a mistake.
  • The most expensive single item in the frame turned out to be asphalt: its shader is the full ground shader with asphalt layered on top.
  • Upscaling on Mac: MetalFX Temporal smears in motion, while Spatial is sharper and even faster but leaves thin edges jagged.
  • I measure everything on a fanless MacBook Air, but I want to ship on Steam for Windows. What would you pick as the minimum target machine?

And the main question

I can’t decide what’s next. I could keep polishing: water and swamps, visual upgrade levels for base buildings, sound, animations. Or I could expand the world now that the foundation can handle it: new areas, biomes, a family of enemies built on the rover. What would you do?

If you’re interested, I can show in the comments what a single task for the agent looks like, from the brief to the report with measurements.

Previous parts


r/aigamedev • • 3h ago

Discussion Uhm... Opus 5.5, I think you misunderstood something

5 Upvotes

Which tags are in place for this? IDK


r/aigamedev • • 3h ago

Demo | Project | Workflow Opus built an HD-2D style 2.5D pixel-art game engine that looked so good, I open-sourced the project and created a new, cinematic dragon-slaying quest demo for it

4 Upvotes

r/aigamedev • • 21h ago

Commercial Self Promotion Our warehouse tycoon built in Godot with Claude Code just got its Steam page, here's how the AI side actually went

122 Upvotes

Shelf-Made Tycoon is a cozy tycoon game about growing a tiny warehouse into a logistics empire. You start with one small building and not much money and every good deal you land turns into more space more clients and bigger ones, until trucks and trains and ships are all bringing work to your door. When money gets tight a local crime syndicate starts calling with big cash for a few unmarked crates *cough cough* but any one of their vans could be driven by an undercover cop and getting caught means losing everything. Even when it all runs smoothly it is oddly relaxing to just zoom in and watch it work

You can wishlist it here: Shelf-Made Tycoon on Steam.

Claude Code wrote the GDScript in Godot 4.7, about 34,000 lines and mostly on Opus. What made it hold up was the loop around the model more than the model itself, since every edit had to pass a parse check and a headless sim test and Claude could open the Godot editor and play the game to see what it built before calling anything done. Giving it that loop is the reason we built Flockbay, and the whole game was built on it.

The 3D models are not text-to-3D. The agent wrote the geometry in Blender from concept sheets we approved first, and the truck and forklift and cars were rebuilt when the first versions drifted from the sheets. The sound effects are AI-generated too, and the town and farmland and seasons are drawn at runtime by code and shaders.

Where the AI was weakest was taste. Our own playtest note on the first farmland was that it looked like AI slop and it took a full redraw with hedgerows and farm tracks and seasonal crops before it read as something a bit nicer to have as an cozy environment. Ask me anytihng about the workflow!


r/aigamedev • • 1h ago

Questions & Help How to get started?

• Upvotes

I see everyone making games and cool tools with Ai but I have no idea how to get started making games with it?

I have experience with Godot & Rpg maker but want to try to see what I can come up with using Ai. What are some tools or websites you guys use to create games? Can someone please help me out and point me in the right direction.


r/aigamedev • • 3h ago

Discussion Generating your own set of loot to go gather like this is extremely satisfying

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6 Upvotes

The dopamine is almost too much generating your own icon set like this and distributing the items into a world of your creation to go gather.


r/aigamedev • • 12h ago

Demo | Project | Workflow I made one of my dreams games and can't stop playing it. If anyone else likes this kind of thing, here it is.

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22 Upvotes

I love tedious, brutal survival games, and for just over two decades I've had a game in my head where you drive a giant block of wood with enormous wooden wheels through an endless desert, powered by a steam engine. I've constructed an elaborate story over the years about all of this, and a couple of times I've tried building the game, only to run into various roadblocks along the way. So as time went on, the lore got deeper and the game got less finished. So now here we are. Opus made everything work, and now I have my game, and I honestly can't stop playing it. I will keep adding more, but if anybody is into these kinds of games, someone else might enjoy it right now.

The basic idea here is that you are on an alien planet far in the future, long after humans colonized and destroyed this world. There were giant trees on the planet, and after everything collapsed, people used the wood to build things. Since the people left there were mostly laborers and not scientists, most of the high tech knowledge was lost. They started using the giant blocks left over from tree processing to make mobile bases called "rollsteads" to move across the landscape. The problem is that they are steam-powered, and there isn't much water. There also isn't much wood, which creates repair problems and keeps them from burning it for heat. Luckily, crystals grow on this planet that give off a good amount of heat, and these can be used to heat the furnace.

The ground is full of dangerous predators, the air is dusty, and the planet's sun is harsh. Chug slowly along to find caves, shrines, cities, and info about the lore if you want to find it. You're seriously not moving fast here. It's a moving base.


r/aigamedev • • 22h ago

Demo | Project | Workflow I vibe coded a free multiplayer FPS for the browser, playable on PC and phone

128 Upvotes

When Opus 5.5 came out, I wanted to see what it can do in one shot. Then I kept iterating on that first result, and a few weeks later I have Riposte, a small and light multiplayer FPS in the browser, very inspired by Call of Duty games.

https://www.playriposte.com/

The game size is ~35mb because almost everything is code written by Claude Code, with three.js, like weapons and maps who are made in code, with very few external assets. I describe what I want in French, Claude makes the change and shows me screenshots from the game, then I test it myself on a dev version before it goes live.

I’m not a game dev, I just had a lot of fun (sometimes a little guilty) trying my ideas. What surprised me most is that small precise requests work way better than big ones. One time I asked to rework all the maps at once, it launched hundreds of agents for hours and burned my usage limit for almost nothing. Also the game feel (aim, recoil, sounds) took me much more time than adding features, and keeping the game light enough for phones was a constant fight.

It’s free and will stay free, no hidden promotion here. I’m curious if some of you had the same experience, and what you think of the result.


r/aigamedev • • 10h ago

Commercial Self Promotion I built a Cold War naval Battleship game with an AI as the coder, playable demo in the browse

13 Upvotes

r/aigamedev • • 1d ago

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

761 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 • • 2h ago

Commercial Self Promotion my rouguelite delivery game

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3 Upvotes

english is not my first language so im using ai to help me to explain this game :D

Hey everyone! Just wanted to share my early-stage indie project, Days We: Deliver!

It's a roguelite delivery game where you work as a freelance courier, earn money, and upgrade your abilities to chase higher scores.

The more sessions you complete, the better your performance, visual effects, and scoring potential become!

I'm also exploring three control styles: Auto, Hybrid, and Manual, so players can enjoy the game in different ways.

There's also a separate romance VN element planned for the future!

Still in the very early stages of development, but I wanted to share what I'm working on!

right now im working for elemental skill and effects after that I will working on the Basic and Advanced Bike Stunts like Wheelie,drifts,jumps and so on :D


r/aigamedev • • 48m ago

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

• 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 • • 49m ago

Demo | Project | Workflow StreetRush — my solo arcade motorcycle racer in Unity 🏍️

• Upvotes

r/aigamedev • • 8h ago

Commercial Self Promotion A psychedelic audio reactive runner brought to life from my wife's drawings

9 Upvotes

I've been working on this for about 3 months and I'm really proud of it. My wife hand-drew all the art, and I turned it into 3D models with Meshy and Tripo. It's amazing how those tools let me bring her work to life. I started off the coding in AI Studio and later moved to Claude.

I've wanted to make games since I was a kid, but life happens, and it never seemed realistic. Then about 3 months ago, home with my 2-year-old, I realized I barely leave the house anymore and needed something to stimulate my mind between nursery rhymes and repetitive kids' games.

Enter Hexshroom, a project I got way more obsessed with than I ever expected. It combines my favorite things: EDM, psychedelic art and arcade games. Every level is built from its song, and the visuals react to the music.

There are 8 characters and 4 worlds so far, with more if people enjoy it. I plan to release on Steam eventually, but I'd love more playtesting, so any feedback is appreciated!

Desktop and headphones recommended, mobile fully supported. Play free: https://hexshroom.com