r/aigamedev • • 13h ago

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

Post image
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 • • 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.

Thumbnail
gallery
102 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 • • 17h ago

Discussion Not all AI games are created equal

83 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 • • 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.

Thumbnail
befuddlebug.itch.io
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 • • 10h ago

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

31 Upvotes

r/aigamedev • • 19h ago

Demo | Project | Workflow I really love the game I'm making

29 Upvotes

r/aigamedev • • 18h ago

Discussion Request: Would anyone be able/willing to share a detailed breakdown of their 3D pipeline, with examples?

26 Upvotes

...Before I settle into an art direction and find myself more committed than I might care to be, I want to ask: Would anyone be able or willing to share their 3D development pipeline if they've been happy with the results?

...I'm extremely hesitant to go this route for a number of reasons, but I haven't even really explored it as much as I should to give it an honest shake, and I'd hate to have left something untried that might actually work better / look better than my current art pipeline (I noticed a few users saying that, in their opinion, 3D was actually easier to work with at the end of the day).

Here are my own limitations:

- I have the most basic possible GPT subscription. I cannot afford more than that. I am a broke loser.

I could possibly switch to Claude, but then I would have access to imagegen anymore. No way I could afford both GPT and Claude.

If someone has a really great 3D pipeline for GPT, I'd like to hear about it / see the results. I'm not looking for super duper high fidelity; cartoonish low-poly League-ish models would be fine by me.


r/aigamedev • • 5h ago

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

Thumbnail
gallery
21 Upvotes

Sigh it's gonna be a long one.


r/aigamedev • • 12h 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

19 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 ā€œdo Xā€ 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 ā€œthis fenceā€, 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 ā€œlight that’s still aliveā€ 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 • • 22h ago

Demo | Project | Workflow [Update] Dune buggy madness

20 Upvotes

I posted a video on this project yesterday. Enough has happened with the demo since then that I feel it deserves another post. A bespoke menu system with 8-bit style music, computer controlled opponents, two more cars to choose from and another map. Also day/night selection.

Working on a third map.

Made with threepp in Python using Opus 5.5.


r/aigamedev • • 16h ago

Questions & Help Friendly reminder to be kind

Thumbnail
gallery
18 Upvotes

Please be sure to observe rule #2 of the subreddit.

I’ve seen a recent influx of responses to posts of people posting their findings, discoverings, aha moments regarding AI game development, only to be met with some rude comments along the lines of, ā€œno duh, why don’t you already know that?ā€

That does nothing to foster productive discourse and only discourages others from exploring and trying to learn about AI, and perhaps sharing their discoveries for those that are learning as well.

Please be kind here. Everyone is learning, remember, you were all also a Jr AI game dev at one point or another. (Within the past four years at that!)


r/aigamedev • • 17h ago

Demo | Project | Workflow Building a 3D tavern for my RTS from a generated concept image. Process, description + costs included

18 Upvotes

This was just a quick experiment to see if I could get a proper interior into the game I am working on without modelling the whole thing by hand. The tavern will act as the hub between campaign story missions. Rough steps that Claude executed end to end:

  1. Generated a few tavern concepts with ChatGPT image gen 2.5 until one felt right.
  2. Blocked the room out in three.js to match it: walls, floor, beams, fireplace, bar.
  3. Made an "empty" version of the concept with all the furniture taken out and projected it onto the room from the camera. Tiling stone and wood textures sit under it so it holds up close, then baked the lighting in.
  4. Pulled the objects out of the concept one by one (tables, barrels, shelves, mugs, candles), made a clean 2D image of each and ran them through Meshy to get the 3D models.
  5. The people are rigged Meshy models with Mixamo animations, retargeted in Blender.
  6. Wrote some basic scripts so patrons wander in off the street and sit down while the barmaid does the rounds.
  7. Music from Suno, background chatter and fire from ElevenLabs, plus a few menus.
  8. Dropped it into a generated town, so you can walk out the front door and around the streets.

It's still rough in places, but for a test it came out better than I expected. You can walk around it here: shardsofstone.com/tavern-lab - there are no loading screens and it is not optimized so expect rough loading times.

Tool & cost breakdown

What Usage Cost
Meshy 52 objects and 11 people at 30 credits each, plus 11 rigs at 5, about 1,950 credits - some of this is re-used within the game itself anyway. about $23
OpenAI image gen (gpt-image-2.5) about 70 images: one per object, two room plates, five floor and wall textures, the rug and the street about $4
Suno 12 credits for the music under $0.10
ElevenLabs two background sound loops pennies
Mixamo animations free
Total about $27

I spent very little time on this and was surprised by the result when I got back to my laptop.

Happy to go into more detail on any of it.


r/aigamedev • • 18h ago

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

18 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 • • 20h ago

Demo | Project | Workflow I'm making an ancient greece city builder with Opus 5.5

Thumbnail
gallery
17 Upvotes

a little showcase.

I don't have a name for it yet. I'm sorry if some of you will call it slop; I'm going to be honest, I don't have any prior coding experience. I'm a historian by trade, so this is more of a side project than anything. Anyway, I've been building it with Claude, mainly Opus 5.5, and sometimes Sonnet 5.5 for smaller things. The workflow is quite simple: Opus makes the assets in Blender, I look at them and give corrections, and then they get implemented in Godot. The mechanics of the game are quite simple. Sadly, the buildings aren't procedurally generated. I tried to implement that, but it's too difficult for my current level of understanding, so it's more akin to Cities: Skylines in its level of detail. For the art style, I went for that "plastic" museum-model look. I don't know why, but I've always loved it, and I thought it would be perfect for the game I wanted to build. Also, sorry that the game is in Italian in the trailer for now; an English version will come later.


r/aigamedev • • 22h ago

Discussion What does using 'claude to make art using code' really mean?

14 Upvotes

I see a lot of people doing that rather than just using claude or gemini or whatever to generate the art assets. I take it as using claude -> which uses idk vs code or some algorithm to mathematically generate pixels -> asset.

like using claude to 'use' blender to make 3d assets. But then they don't declare AI use (there was that cloud rain game recently that got many wishlists?). But in such a case, i think people should still disclose AI usage, right? did i misunderstand? Sorry if my question is stupid.


r/aigamedev • • 7h ago

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

14 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 • • 13h ago

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

12 Upvotes

r/aigamedev • • 4h ago

Questions & Help How to get started?

11 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 • • 37m 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 • • 53m 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 • • 6h ago

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

10 Upvotes

Which tags are in place for this? IDK


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.Ā 

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

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

8 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


r/aigamedev • • 15h ago

Demo | Project | Workflow I'm making a game to defend Vietnam from the Third Mongol Invasion

8 Upvotes

100 BODIES IN THE GRASS

I'm making a co-op Hero defense set in Vietnam during the time of the Third Mongol Invasion Dai Viet. The full game will take you through different locations roughly following the course of the war, but Act I, which is shown in the trailer, is a wave-based defense of a northern Vietnamese village.

Apart from a DLC expansion civ in AOE2, the Vietnamese in video games have traditionally only been represented by farmers with AKs that you get to blow up while listening to CCR (shoutout BF Vietnam). While fun, I'm hoping to change that!

The name is inspired by a line from one of Vietnam's national resistance heroes, Trần Hưng ĐẔo, in a written vow to his officers before the invasion about how he would rather fight and die than submit to the Yuan dynasty:

"Even if a hundred bodies of mine lie rotting in the wild grass, and a thousand of my corpses are wrapped in horsehide, I would still gladly do it."

If you're interested in this period, I suggest you look up the full letter, it's quite interesting!

Features:

- 4-player co-op

- 4 unique heroes, each with their own customizable set of weapons and skill trees, defensive emplacements and traps

- Procedurally generated village layouts and weather

- An upgrade system that is tied directly to the village's structures

- A village militia that can be upgraded and controlled

Tools:

Mostly Claude for coding (Opus), some Astra for visual assets, Elevenlabs for music. 3d asset workflow using Meshy. Animations 99%+ probably from free public asset libraries. I've found AI to be very, very bad for animations unless for very simple things, but even then at that point it's easier to do yourself.

If this sounds interesting to you, please feel free to wishlist us and follow our progress! Any feedback on the work/progress so far would also be greatly appreciated, thank you!


r/aigamedev • • 18h ago

Demo | Project | Workflow I taught Claude to build stuff in Enshrouded

8 Upvotes

Today I woke up to Enshrouded 1.0 and I was excited to get in to it on my lunch break.
But I ended up looking at Reddit and saw a post about someone using AI to "polish" their minecraft houses on the fly using AI so I was like "Hey, I'd like to do that in Enshrouded!"

30 minutes later, before work had even begun, Claude built it's first building for me in the game just by looking at a screenshot.
Of course it sucked at filling in the blanks, such as weird staircase placement inside and such but I have decided to keep teaching it by showing it different builds and by making it experiment and learn.

Here is a short video which had this prompt:
"I have a new challenge for you, I am now inside the building that we just worked on and I want you to turn it into a luxurious but cozy living space with a reading-nook with pillows, a cat and plenty of decorations on the walls. I also want you to create a way to go to the floor above by making a hole somewhere suitably and you have to make a "stair" using different decorations/props and it must fit the aesthetics of the room. You also have to give it suitable moon lighting with some light sources"

The "moon lighting" was a typo but we went with it anyway :)

As it is now it can definitely not make picture perfect copies of anything, but I'm teaching it and having it improve and that's part of the fun for me!

If I can attach some more images I'll show you some "failures" like when I asked to build an apache warhawk helicopter our of wood or recreate the greek island of santorini.
And what this video also doesn't show is that it took like 9 minutes of thinking before all of this popped into existance.

My goal is to make the process faster by teaching it new prefabs that it can use as a foundation.

Would anyone be interested in a stream to see it in action?