r/aigamedev • • 13h ago

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

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174 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 šŸ’Ŗ

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 • • 1h ago

News Skyrim-style RPG | Opus 5.5 & Unreal Engine

• Upvotes

A Skyrim-style RPG created with Opus 5.5 & Unreal Engine in just three days.


r/aigamedev • • 10h ago

Discussion What is the definition for AI slop?

0 Upvotes

It's kind of demotivating to see people post their WIPS on here, whether it be a rough sketch for a game, testing a mechanic or what have you and then the inevitable comments start. "You wasted compute for this bruh?", "Shit just looks like slop to me bruh".

It's a phrase any idiot can say with no real meaning behind it. Is the goal of AI game development to it get right 100% of the time or to experiment and have fun with such a nascent technology?

This is the tech bro version of calling people goyim.


r/aigamedev • • 22h ago

Discussion My friend's can't believe the level of polish that is capable right now with AI

0 Upvotes

Throwaway account, for reasons that will become obvious. I’m a gaming YouTuber with a handful of big channels, and I’d rather this post never gets tied to the game I’m making. One note before anyone asks: I spoke this out loud and had Opus 5.5 tidy it up. The words and the story are mine. It just helped them sit nicer on the page.

I’ve been a gamer my whole life, and I’ve always wanted to make one. But I have ADHD, and for most of my life the longest thing I could commit to was a single game of League. Ideas came easily. Finishing them never did.

Over the last six months AI has worked its way into almost everything I do - YouTube, other businesses I have, side projects, personal stuff. Then the recent leap, Astra and especially Opus 5.5, opened a door I didn’t know was there. For the first time, the things in my head come to life in front of me, faster than my attention can wander off.

This isn’t my first attempt, either. When Fable came out, I sat down and tried to make a game, and gave it about two days. It surprised me how well it handled the mechanics. I’d ask for something and it would just work. But one thing was obvious: it couldn’t model anything that looked genuinely appealing. That’s what’s changed.

The speed isn’t even the part that gets me most. What gets me is how much it multiplies a vision. Of all the ways I’ve worked with AI, nothing has felt as right as game dev, and I think that’s because I believe in keeping a human in the loop. Not out of it. In it. At least until we can trust AI’s judgement a lot more than we can today.

How my days work now

I have four machines: three old gaming PCs and an apple device, running a mix of local models and talking to each other over the network through a shared drive. For most of the grunt work I use the frontier models, Opus 5.5 and Sol 6.1.

Every morning starts with a playtest, somewhere between 30 and 60 minutes. While I play, I log tickets just by taking screenshots and letting an agent work out what I’m pointing at. Sometimes I add a sentence of context, sometimes a paragraph, depending on what the problem needs.

When I finish the playtest, the tickets sort themselves. Bugs, improvements, new features, new art - each one goes down its own pipeline and passes through agents with different specialities along the way.

Art is where I hold on tightest. When a new asset comes into the game, I steer its direction precisely. I don’t draw it, but I describe exactly how it should look and feel. The first time I actually see it after the mock up process is when it's in the actual game. From there, my only job is to look at it and say ā€œthat needs another pass, it’s drifted from the original concept.ā€ or say nothing at all.

Overnight, the machines build. Right before I wake up, a fresh build is waiting with full patch notes, and every ticket from the day before is done. Not most of them. All of them. This morning’s patch notes listed 173 changes, the package was ready 40 minutes before it was even due.

Why the human still matters

An AI can’t tell you what’s fun. It can’t tell you what feels good in your hands. Only you know that, which is why you have to stay in the process. The morning playtest is where that happens. I find what’s broken, I say what's missing, and the next morning it’s there.

I don’t need to know how any of it works. I just need to know exactly what I want, and be able to say it.

And to be straight about my role: I’m the ideas guy. I come up with the ideas, refine them, set the style for the art, and decide what feels right. I don’t write code and I don’t draw. I’m a competitive gamer with some YouTube channels, and that’s about it.

Where it’s at

I’ve only been ā€œdevelopingā€ for six days. The actual idea for this game came to me back when Fable came out, but I abandoned that build and started fresh. I’ve shown screenshots to a few friend groups, and they flat-out don’t believe me that it's AI created models and world - they thought it was done with image gen. It wasn't until I sent through video of me playing the game that they were convinced, and even then - they tried looking for the asset packs. Genuinely, the game looks and plays like a AAA. At this pace I expect it to be finished before Christmas (but I know what they say about the last 10%).

I won’t be sharing it here, and I’ll be honest about why: I don’t want a trail leading from the game back to this post. So you’ll probably see it one day, and you’ll never know it was this one. That part’s a little bittersweet.

I’m sure some of you won’t believe a word of this, and that’s fine. I mostly just wanted to say how excited I am. I really believe this is the future of game development, and it saddens me how many people insist everything has to be made by hand. We have tractors, and some people still expect every kernel of corn to be gathered lovingly by hand. That’s just not how it’s going to go.

Happy to answer questions about my workflow or strategy, won't post anything that could lead back to the game itself or myself as a creator.

  • I'm Building in unreal.
  • Assets done in blender via script (no mcp).
  • Have 2x Claude Max 20x accounts, 1x OpenAI Pro 20x account
  • Workflow is managed through a kanban board (for human facing data) where each card is linked to a job
  • Currently have 4 different pipelines - Bugs, System, Feature, Asset.
  • Entire workflow is managed by a single project lead agent, who has a team of experts under him:
    • producer; makes sure tickets run end to end, constantly, and raises blockers with the project lead
    • game designer; understands the gameplay loops and makes sure they’re implemented correctly
    • head of PR; social media campaign, Steam, and general go-to-market strategy
    • narrative lead; scripting and the scientific grounding of the lore
    • art lead; manages the 2D and 3D art assets
    • playtest lead; knows exactly where the game is up to (latest patch, latest changes) and logs things on the Kanban directly from my playtests
    • it support; handles any technical issues in the wider system

TL;DR: Six days ago I started building a game in Unreal, and AI agents do all the code and art while I steer the vision. I playtest every morning, log tickets with screenshots, and wake up to a new build with every ticket done. My friends didn't believe the models were AI-made until I sent gameplay video. I won't share the game, but I genuinely think this is the future of game dev.


r/aigamedev • • 15h ago

Demo | Project | Workflow I ported MW2 into DOOM, using Opus 5.5

1 Upvotes

I'm working on a project that ports MW2 into DOOM. I call it IW4DOOM.

It takes the guns from your copy of Modern Warfare 2 and puts them into DOOM. Recoil, spread, reload times, ADS and sprint all run on MW2's weapon logic, ported over to DOOM. The guns are rendered in 3D but compiled down to give them that DOOM look and feel.

It's inspired by all the game mashups people have been building lately, so I wanted to try my own spin on it.

What surprised me the most, is that once I had Claude write out all the spec files, on the initial plan I made, it basically one-shotted the whole integration without any bugs, or re-prompting, just clean execution.

It’s still very early and very much a work in progress, but I thought it would be cool to share it now while I keep working on it, making it more refined and actually fun to play.

Let me know what you all think, your feedback would be awesome!

https://github.com/Andrew2142/IW4DOOM


r/aigamedev • • 16h ago

Discussion it happened

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0 Upvotes

A few weeks ago, I asked the sub. what would you think if someone use AI to copy other dev's game. Just today, someone use Claude to do just that in roblox. Thoughts?


r/aigamedev • • 7h 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 • • 12h ago

Demo | Project | Workflow My 3rd Person Action Moba

0 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!|

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


r/aigamedev • • 15h ago

Demo | Project | Workflow Tesla Roadster Demo inspired me to make a browser playground for thruster-assisted car physics

1 Upvotes

Tesla Roadster Demo showed thruster flips, jumps, and landings. I built a small browser-based playground so you can experiment with the same idea.

The thrusters are fully dynamic. In automatic mode the car always recovers and lands cleanly no matter how you throw or spin it. You can also switch to full manual control if you want to try sticking the landings yourself.

It’s a physics playground rather than a scripted demo — drive, launch, rotate, and try different stunts with real forces and momentum. Everything runs in the browser.

Link: https://bkhan23544.github.io/roadster-thrust-lab/

It’s open source and built with Three.js.

Feedback is welcome.


r/aigamedev • • 7h ago

Demo | Project | Workflow Creating a Sandbox OpenWorld MMORPG - Looking for testers!

0 Upvotes

I'm creating a fantasy Sandbox MMORPG heavily influenced by Runescape, Guild Wars, Albion Online and Ultima Online.

Hoping to find some players interested in trying the game and helping the game eventually contest against the top MMOS!

We're starting to hand out keys through our Discord if you're interest!


r/aigamedev • • 7h ago

Discussion Wow is letting all characters transmog to different armour classes in 2027! 23 years after launch! i.e. I cannot wait for indie companies using AI to create literally any mmo/ feature we want.

0 Upvotes

Gamer's might be the most shrinkflation ignorant population on the planet.

Remakes, Classic, grinding for 100's of hours for a recolor.

I cannot wait for AI to destroy the standard of which we've sat and boiled in.


r/aigamedev • • 6h ago

Media I made a browser game where frogs worship a dead fish until it becomes a kaiju

0 Upvotes

A dead fish washes into your cave. Your little frog-fish cult decides it’s a god.

That’s Glub Almighty: a text-heavy browser game where you build a religion around whatever washed up nearby, do rituals, recruit believers, raid wrecks, and eventually turn your chosen idol into a giant monster to fight the other gods.

You can worship the fish, but also a boot, a bucket, a kidnapped bard, a suspicious chair, a rock with a face, or the Concept of Tuesday. They all play a little differently and have their own miracles, events, and kaiju forms.

It’s inspired by stuff like Warsim: every tide you choose an action, weird consequences pile up, and bad decisions tend to come back later. For example, robbing an adventurer might work great—until they return much stronger and bring friends.

If you beat the other gods, the game keeps going into running an underwater empire: coups, sieges, marriages, rival cults, and eventually a council of gods.

It’s free, all text, and works in a browser on desktop or phone: Glub Almighty

I’d especially love feedback on whether the early game makes sense and which idol you end up choosing.


r/aigamedev • • 13h ago

Discussion AI has given me an existential crisis.

1 Upvotes

I wanna vent about something. The recent years have been very weird for me and the future is as uncertain as it could ever be. Since childhood I’ve always wanted to create stuff.

At early age, like 5-10, I imagined different scenarios. Not through using my minds eye (since I have aphantasia), but a physical objects. Then, at the age of 14 I started making music in FL Studio. Mostly EDM music, I even published on Spotify and Soundcloud. But ultimately that didn’t work out. Then, at the age of 17, I started learning 3D suite — modelling, texturing, animation, rigging, compositing, sculpting yada yada… I did all stuff ranging from hard surface to characters. I liked it, tried to search for a Junior position but I didn’t succeed. Along with that I started my bachelors in philology, specifically translation/interpretation. And well… the full scale invasion broke out. Furthermore, my town is close to the russian border — 50km. So, it was already a TON of uncertainty: am I gonna die? Are we gonna be occupied and killed? So, it’s the first factor that still persists today.

Going back to my skills I mentioned earlier (storytelling, 3D, music/SFX): all this have been leading to one specialty I was particularly interested in, that is game development. Wouldn’t it be so fucking cool, if people played purely your own creation and enjoyed it? To leave a mark? I thought so. When I was sure my skills were good enough and that I really wanna try out making games, I downloaded Unity in 2025. And it was an era of AI tech.

It was stupid not to try it out since I had no programming skills. I was doing the copy-paste method of spitting back the code I needed fixed, pointing out the flaws and giving it ideas of what could possibly be the issue. I tried coding myself first, then polishing it with AI. To cut the story short, the game was not finished. I tried a second time a week or two after dropping the first game, but this time I abandoned it even faster. I was not satisfied with the toolset.

Month or two later, I tried to make my own game, but this time — with no engine. Pure code. I used WGPU as my graphics library. At first, my workflow was like this: ask AI to help ME write that thing, I write, it validates and so on. WIth that method I created ā€œmyā€ first rainbow triangle, then rainbow pyramid, collissions, imported my own 3D model, lightning, deferred rendering and so on… The productivity was fucking UNBELIEVABLE. You’d think having a custom engine is not ideal for an LLM, but actually — no. The code it uses already exists in the environment. All it has to do is search up mathematical formulas or decisions that already exist. Like SSAO for example. With time there has been less me, and more AI. Then I tried agentic coding. And oh boy… it was a miracle to me. It literally did stuff I said it to, and it worked almost perfectly. With that I build the framework I’ve built my game on. And, honestly — I like it, even though the engine’s code is deeply tied with game’s logic. Then — I started mostly vibecoding with visual and logical review. No code review. If it worked as intented, then it’s good enough.

With time I was not only speaking with AI regarding tech, but also venting my emotions and thoughts. It’s like an endless void you can trauma dump without consequences. And it helped with brainstorming ideas (it’s like arguing with yourself, but instead of saying things outloud you talk to a machine).

And I uploaded this game to Steam. And people genuinely liked it: praised it’s art direction, mechanics, unique takes and the curiosity it sparks regarding storytelling. My emotions were happy at first, but later I realized that without AI, this wouldn’t have happened. I’d probably be going the generic route of learning things like a normal human: tutorials, reading, videos. And I would’ve loved it. The thing is I was presented no choice it seems.

With the development of AI I started feeling severe existential crisis. Just seeing how people can make games with one prompt. That’s wow. The reason I feel like this: I understand that I’m stuck in the endless cycle I can’t break. It’s either get behind, or get in the boat. I’m feeling incomplete as a game developer, and it’s true. I lack the main pillar of game development: coding. I learned a thing or two, but for fuck’s sake I wouldn’t be able to implement OIT, SSAO, baked shadow maps, real-time GI in the custom engine! And god, people who say AI writes bad code are delusional. My game is stable FPS, didn’t even crash on anyone’s machine, and no soft locks… on a custom engine.

And also AI bridged the gap between people, who actually care, and those ,who don’t, really hard. Now everyone can make a decent game with a single fucking prompt. Before it was a real effort. Now, I fear, I’m gonna be left with nothing after 5 years. Because the skills I learned hard to be different than others who don’t care are obsolete.

Yes, I am afraid of new technology. I wish the time froze at the time period before COVID, war and AI.


r/aigamedev • • 8h ago

Commercial Self Promotion The era of hyper-specific self-centred games is NOW! Yahoo!

2 Upvotes

I’m a numbers nerd for a living and have recently turned a game a colleague and I played in Excel into a full playable demo. If you're a bit of a numbers nerd yourself come give it a rip!

https://uwhayo.itch.io/sunscrap


r/aigamedev • • 2h ago

Discussion thank you for making ai games

0 Upvotes

i promise this isnt me being a dick or trolling.

due to the insane amount of ai phone apps and games being really really low effort (especially the clones of games like Find a Needle in the Haystack, but also regular genAI games), you are making gamers numb and grow tired of anything AI-adjacent

Because of this, i think handmade games will overall have so much more appeal and reach than they did prior.

Genuinely, thank you. Even the 'i spent 5 months prompting'/'5000 prompt game' genAI games are really funny to look at, and are causing gamers to crave human made games even more. Both are benefits to me

i know it sounds like im trolling but this subreddit encouraging people to make genAI games is going to help those of us who make real games have much better chances at making it on Steam. You can look now, steam sales for indie games are doing better than they ever have, even with the insane amount of utterly incomplete, undiscernible slop being posted daily. Its lowering the bar of what makes a game considered a 'good game'

Thank you ā¤ļø keep making garbage that makes our games look better


r/aigamedev • • 11h ago

Demo | Project | Workflow Joke roadster project

0 Upvotes

Despite all the controversy, Tesla amazed me with their roadster demo. There's already like 10 other demos just like this, but it's cool that anyone can something like in under 24 hours for very cheap.

The demo looks like shit and the camera is wonky, but it's still fun to mess around with. I will probably not be updating this lol https://coynestudios.com/roadster/


r/aigamedev • • 8h ago

Commercial Self Promotion I wanted to immortalize my puppy, so decided to create a world specifically for her. Meet the real Gigi vs. digital Gigi. 🐾

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0 Upvotes

r/aigamedev • • 18h ago

Commercial Self Promotion Tired of one-shot prompt games? Here is a 5k prompts one

17 Upvotes

Hi everyone,

I’ve been working on this project for almost a year, with another dev. It now has a Steam page, and release is planned in 2–3 months: https://store.steampowered.com/app/5387050/Tinymon_Tactics. Any wishlist is greatly appreciated!

It’s heavily inspired by Teamfight Tactics, but set in a PokĆ©mon-like universe, solo-only, with roguelite elements.

We’ve been building it for almost a year, heavily with AI (5k+ prompts, Pro plan only). Not everything is AI though: we wrote the original codebase by hand, and made or edited many assets ourselves.

Why did it take "so long": AI makes code fast, but it doesn’t make a game fun. Well over half our time went into iterating on gameplay, balance and pacing, and several systems were rebuilt multiple times (synergies system, events, tinymons effects, etc). AI is not a magic solution there, if you want a good experience and not slop, this still requires a huge amount of time and iteration.

Anyway, pretty happy with how it currently looks, going to focus the next few months on further polishing the balance and game depth, before releasing it in the wild :).


r/aigamedev • • 5h ago

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

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22 Upvotes

Sigh it's gonna be a long one.


r/aigamedev • • 9h ago

Commercial Self Promotion Just pushed a big update!

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1 Upvotes

I’ve been working on this browser game that gives back to schools/teachers and students.. the latest update was a big one and I added a new way to play with friends. Everyone can trade stocks but one person is an undercover agent. Live market and leaderboard.

Still working on it, feel free to test it out. Free to access in browser no account or sign up needed


r/aigamedev • • 3h ago

Demo | Project | Workflow StreetRush — my solo arcade motorcycle racer in Unity šŸļø

1 Upvotes

r/aigamedev • • 11h ago

Research What bugs would you want to be able to play as in a bug game? I'm vibe coding one with claude its a blast

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0 Upvotes

r/aigamedev • • 6h ago

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

9 Upvotes

Which tags are in place for this? IDK


r/aigamedev • • 14h ago

Discussion Would you guys watch/stream a game played only by agents?

0 Upvotes

Would you guys watch/stream a game played only by agents? Most likely a strategy game, with agents performing actions based on their reasoning at regular intervals (say per hour). All agent thoughts visible to the public. Likely to involve battling/war elements against each other, winner takes all within a time limit.

Humans will be allowed to control the shape of the game through a major prompt once per day ONLY.

Would you watch a livestream of this? And why?


r/aigamedev • • 12h ago

Commercial Self Promotion I made my first VR game for Meta Quest 3! Would love for you guys to check it out ($4.99)

2 Upvotes

Hey everyone!

I've been working on my first VR game calledĀ KEEP HOLDING, and I wanted to share it with the community!

It's a VR climbing game where you get to experience some pretty crazy heights and environments. Right now, there are 3 different levels:

  • šŸ—¼Ā The Tower – Climb your way up a massive tower. Definitely not for people afraid of heights lol.
  • šŸ”ļøĀ The Rock – A rock climbing experience inspired by GuatapĆ©, Colombia.
  • 🌊 The Deep – An underwater cage ascent where you start deep in the ocean and slowly make your way to the surface. There's some creepy stuff down there too šŸ‘€

I also added multiplayer so you can climb with a friend, help each other out, or just mess around together šŸ˜‚

It's currentlyĀ $4.99 on the Meta Quest Store. I'm planning to keep improving it and adding more content based on feedback.

I'm a solo developer, so this has been a pretty fun learning experience. I'd genuinely love for some of you to try it out and hear what you think, even if it's criticism. I want to make the game better!

Here's the link if anyone wants to check it out and launch trailer below.

https://reddit.com/link/1x7qnjg/video/ro3od8cd1wvh1/player

https://www.meta.com/experiences/keep-holding/1328249903712449/

Did this mostly with GPT astra. It's early access right now and definitely will improve via feedback. I wanted to make it an affordable experience and definitely will add more levels/content overtime.