r/aigamedev • • 13h ago

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

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179 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 • • 11h 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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105 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 • • 42m ago

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

• 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 • • 59m ago

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

• 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 • • 5h ago

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

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21 Upvotes

Sigh it's gonna be a long one.


r/aigamedev • • 4h ago

Questions & Help How to get started?

12 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 • • 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!|

---

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


r/aigamedev • • 3h ago

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

9 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 • • 11h ago

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

32 Upvotes

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 • • 17h 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 • • 6h ago

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

10 Upvotes

Which tags are in place for this? IDK


r/aigamedev • • 2h ago

Demo | Project | Workflow The most fun I've had with Claude: it made my game's trailer from nothing but the game

5 Upvotes

Of everything I've done with Claude Code, making the videos for my game has been the most fun by a mile.

There are no external assets. No stock footage, no music library, nothing from outside the game. Claude has the code, so it knows what the game does. It runs the game in a headless browser, stages every shot, films it frame by frame at 4K and writes the music in code. The gunshots and oinks are the game's own, and they're made in code too.

My whole brief for the latest trailer was one paragraph: "intense, mad and frenetic... Include multiple short clips of the bar, piano, dancing scenes" It followed every word of it.

The bit that got me: it knew how the game's saloon piano works, so it retuned it to the trailer's tempo. The pianist and all forty dancing pigs are on the beat.

If you've made a game with Claude, ask it for a trailer.

Mine is Hog Noon, a Wild West game about pigs.


r/aigamedev • • 3h ago

Discussion When should you make your game publicly available?

5 Upvotes

Recently, I've noticed a growing trend of people using AI to decompile and analyze games in order to create mods and other projects. I've even seen videos on this sub where people analyze two different games and combine elements from both.

This has made me wonder when I should make the game I'm developing available to the public.

For example, the current strategy of releasing a demo early to build up Steam wishlists seems to be increasingly at odds with the risk of having your game decompiled and analyzed.

My own game isn't particularly innovative, so I'm not too worried about it personally. But I feel like this could become an increasingly important issue as AI continues to advance.

I can think of a few options:

  1. Business as usual. Don't worry about it and follow the traditional approach.
  2. Skip the demo and launch in Early Access. Make the game available relatively early, but as a paid product.
  3. No demo, no Early Access. Keep the game itself completely private until the official release date.
  4. Something else?

What do you all think?


r/aigamedev • • 1d ago

Commercial Self Promotion My 2.5D Pixel Online RPG

433 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 • • 1h ago

Discussion I am making a cozy koi pond which you can raise fish and feed them

• Upvotes

Here are what you can do in this game

  • Feed your fish and clean your pond
  • Buy new kinds of fish and decorations
  • Visit other people’s ponds

The twist: you earn coins by focusing. Every minute you focus = 1 coin. Focus for 30 minutes and you can buy a Wild Guppy.

You can also invite friends to focus together as a group. All your progress is saved and synced in real time.

It's totally free, runs right in your browser, nothing to download.

Try it here: https://koifocus.com


r/aigamedev • • 4h ago

Commercial Self Promotion IRONWAKE - demo available

6 Upvotes

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


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 • • 1h ago

Commercial Self Promotion TOWER DEFENSE GAME MADE ENTIRELY WITH CLAUDE OPUS 5.5!!

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• Upvotes

No experience in art, coding or anything, and I decided to try out Claude Plus Subscription for the heck of it. And WOW.

https://pinoypablo.itch.io/rage-against-the-dying-light?secret=uw3JkKWC78EBfConkZfRzhEiRg

Give it a try, its completely free!!, I just want to hear your thoughts about it!

Made by PURE PROMPTING.


r/aigamedev • • 13h 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

21 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 • • 15h 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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32 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 • • 38m ago

Workflow Not Included some of the best content I've got opus to do, just over 2 days of work

• Upvotes

this is using just claude and some custom software I've been working on


r/aigamedev • • 1h ago

Commercial Self Promotion I built a 2D Guild Management Sim

• Upvotes

I posted this in a couple of Indie groups and what not, but it got torn apart due to my use of AI generated art. Hoping this group might have some better leniency :)

I used AI to generate Art assets as I'm not a graphics designer. I do have a Masters in Comp Science and have participated in a few coding projects and built a few small apps. This is my first game, something I've wanted to do for a while and thought a 2D game might be a good starting point.

My Steam playtest just went live but looking for playtesters from anyone willing to try. Happy to send out some direct BETA access keys for those interested so that you don't need to wait on "access lottery".

Link: https://store.steampowered.com/app/5270710/Guildmaster_Simulator/

Basic Description: You are the Guildmaster. Create your guild and run the day to day. Recruit heroes, send them on expeditions and manage the incomings and outgoing of a dark fantasy medieval Guild. There is active Guild threats in game, as well as a full 4 region campaign and story. Four distinct classes with extra specialisations and even hidden inflicted classes to uncover through the play. Lots more to describe!

If you're willing to throw some time in and check it out, provide feedback or even bug search - please let me know!


r/aigamedev • • 6h 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 • • 1h ago

Questions & Help I'm new. Gemini 4 Argon or Opus 5.5?

• Upvotes

For the first time i'm thinking on buying an AI membership. I just don't know wich one is better for game dev, can someone clarify this?

Also i want to use it for making webpages but mainly a game i have in mind.

Ty!:D