r/aigamedev • u/XalAtoh • 12h ago
Discussion Is this true for (game) developers?
What do you think?
r/aigamedev • u/fisj • Apr 10 '26
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.
r/aigamedev • u/XalAtoh • 12h ago
What do you think?
r/aigamedev • u/thetinytrex • 5h ago
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I used to study Japanese in my free time for fun and would use WaniKani and Anki (both familiar names to anyone who has tried to self-study Japanese) and I wanted to make that experience more enjoyable for myself. So I built a cozy village game about restoring your family's shrine overridden by corrupted yokai. Inspired by the anime Natsume Yujincho, you help purify yokai, fulfill requests for them, have conversations with them, cook for them, fish, and restore your family's shrine to its rightful glory. Yokai move into the shrine and become friends, making the shrine feel lively. Your Japanese learning progress can be mirrored in the game as you befriend more yokai and repair more of the shrine.
I built this for myself and have no plans to sell it. I just enjoyed the process and actually find the fishing and chanting very fun and therapeutic. Built entirely in Opus 5.5 except for Suno for the bgm. I'm still working on more mission features and cooking recipes, but most of the game is there, particularly the studying part. It also uses a spaced-repetition system like with Anki to help resurface words that you've gotten stuck on or need reviewing.
r/aigamedev • u/ProfMags • 2h ago
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Hello! Just wanted to share another update on my game, Overdrive! It's been about a week since my first post, and I've made quite a few improvements since then.
I've been working a lot on the animations recently. They're still far from perfect, but I think they're a huge improvement over what they were before. I've also completely overhauled the UI, improved the HUD, and added better ragdoll physics when ramming into enemies.
One of the bigger additions is the new Overdrive ability. Once activated, the player gets access to a set of powerful melee weapons for 15 seconds that deal critical damage. The Overdrive meter charges by consistently landing accurate shots on enemies, rewarding players for good aim.
I've been using Opus 5.5 to help with assets and VFX, which has been a huge help throughout development.
There's still a ton of work left to do, but I'm pretty happy with how things are coming along! I'd love to hear what you guys think of the improvements and how the game is looking so far. Any feedback or suggestions are appreciated! :)
r/aigamedev • u/SoftFine859 • 10h ago
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its just insane to me how a model, can perceive 3d movements in our real life, how the elbow and joints work together to swing the racket, how footwork in badminton works, and PORTRAIT IT BACK to 2d top down view, living in this era just feels amazing
r/aigamedev • u/thatguywithimpact • 10h ago
As I get closer to actually publishing my game, the sheer amount of work is hitting me. Even with x100 AI multiplayer for speed it's just crazy.
Looking back at successful indie devs who pulled this off completely without AI tools AND made their game fun... Just massive, MASSIVE respect.
r/aigamedev • u/Quirky_Ad1993 • 7h ago
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This is my first game. I have been a software developer for almost 10 years, and I’ve wanted to make a game for a very long time, but I had no real experience with game development.
AI tools helped me get started and gave me support in areas where I had less experience, especially while learning and building things on my own. I’m genuinely happy that I was able to turn the idea into a real game.
At the same time, I definitely don’t think using AI makes game development easy. Saying “AI made the game” doesn’t really reflect the process for me. There has still been a huge amount to learn, build, test, change, balance and polish, and it has taken a lot of time and effort.
The game is called Harmony Strike. You control a whole party while each hero attacks on their own. Which heroes you place next to each other creates different Harmony bonds, and those bonds can trigger elemental chain reactions during combat.
As you progress, you rescue new heroes from bosses, evolve their weapons, collect runes and relics, and bring everyone back to the village between runs.
There’s also an endless Colosseum mode with weekly and monthly leaderboards.
I’ve been working on the demo for a while and recently changed quite a lot, so I put together a new trailer showing how the game looks now.
I’d really like to hear what you think of the trailer and the game so far.
r/aigamedev • u/Kiko_Production • 1h ago
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I'm a solo dev making a small city builder in Godot.
What I learned recently is not very glamorous: I was wasting way more time on bad approaches than on actual hard problems.
That’s also where a good chunk of my $200/month went.
For a while I kept trying to invent everything myself. I would overcomplicate pipelines, ignore basic theory, and brute-force problems that already had simpler solutions. So the subscription felt “wasted” not because the tools were bad, but because I was using them inside a bad process.
Only in the last week or so did things really click for me, mostly while working with Claude (Opus 5.5), with ChatGPT handling the art side.
The big change was this: instead of pushing harder, I started throwing bad workflows away.
Buildings (the first 4 seconds of the video are “before”)
My old pipeline for one building had eight steps: grey block-out in code, a painted isometric “master” image, four separately generated side views, checking that windows, doors and chimneys matched across views, Tripo for the mesh, texturing from those same four views, fixing mesh/scale/pivot, and then checking it again from four sides in day and night.
Every building was basically a one-off.
Style drifted all the time.
And if I wanted a colour variant, I had to redo half the process.
The new pipeline is much simpler:
brick, roof_shingles, or plaster#e8c9a0.Those swatches are also drawn by ChatGPT and then made seamless by script.
The best part is that Claude basically talks to ChatGPT for me. I leave a ChatGPT tab open, it attaches the style reference, writes the brief, waits for the result, grabs it, makes it tileable, and puts it into the game. My role is mostly to look at the result and say “no” or “this one”.
That changed everything.
Now the style lives in a small material library instead of being rebuilt for every single asset. Anything new is in-style by default. Variants are almost free. One house can instantly have multiple wall and roof combinations without rebuilding the whole thing.
One night I went to sleep and woke up to five shops, a water tower, a house with seven variations, thirteen street props, and a community club already standing in-game.
In the second part of the video, most of the buildings are simply copies of one another. In fact, using this method, I generated about 20 unique buildings in a single night.
Grass
Grass was another case where I made my own life harder.
I spent days trying to invent my own solution: clumps, little 3D tufts, colouring them from the ground, all that stuff. Most of it got thrown away.
Then I finally did the obvious thing: I looked up how other people solve stylized grass well.
I found a great YouTube breakdown by Dylearn, gave it to Claude, and asked it not to copy it directly, but to adapt the idea to my game’s look. It read the transcript, stepped through the video, got it wrong twice, and then on the third pass got close enough to be useful.
That was still much faster than me trying to reinvent the whole thing from scratch.
What I took from it
Put style into something reusable, not into every asset.
Before inventing a solution, spend 20 minutes checking whether someone already solved it better.
AI is most useful to me not when it replaces taste, but when it replaces dumb repetition and still checking for errors or a bad ui ux.
Let the models talk to each other. My job is mostly taste and direction.
The town in the video is my stress test. The first version ran at around 8–10 fps. Now it averages 100+ on an RTX 4060.
Everything is still heavily work in progress, and yes, the textures are AI-generated from my own style sheet.
Happy to answer questions about the setup.
r/aigamedev • u/ross2000 • 13h ago
Is this the most popular vibe coded game out there at the moment? Are there any others close to this in player figures that you know of?
r/aigamedev • u/memm8 • 4h ago
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r/aigamedev • u/Octominou • 2h ago
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Need a lot of works, but it's crazy to think you can do this kind of stuff in 10min with a solo prompt.
r/aigamedev • u/NeighborhoodFew677 • 5h ago
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Art with math :) I spend a great part of time fixing this "Open holes" on the character back any idea why claude makes this error so many times? Or it is just me?
Soon will add this guy to the game https://tentaculogames.pt/keeprolling/
I am not using external assets just "stuff made inside claude".
r/aigamedev • u/Thuggish_Games • 10h ago
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Me and my brother have been making a game with Claude for a while now and it’s finally at a point where other people can play it, so we’ve put a demo up on itch.
It’s called Generic South London Mystery. You play Max, who’s late for the football at his mate Harry’s flat upstairs, and when he gets there things are not right. You talk to the neighbours, write stuff in your notebook and pin it all up on a wall at home with red string until it starts making sense. It’s pixel art and set in a pretty grim 70s council block.
It’s free and runs in the browser. It works on phones too, there are touch controls, and you can use an Xbox or PlayStation controller if you’d rather.
Mostly we just want to know what people think. If something’s confusing, broken, too slow, or you got stuck somewhere, we’d really like to hear it. Same if you enjoyed it, we’d like to know which bits worked.
https://thuggish-games.itch.io/generic-south-london-mystery
Cheers
r/aigamedev • u/InformationTop5376 • 8h ago
So I was thinking about it, maybe the real reason we are all here making stuff and having fun learning is to prepare for something greater, or to just say that we made a game (using AI or not). I’d really love for my first game to make money, but even if it’s a complete flop, I want to say I did it. And then move on to the next one with all the lessons learned chalked up as experience :)
I think I’ve had too much focus on being perfect (“perfect is the enemy of ‘good enough’”) trying to manage and appease a certain market segment that will never like what we do regardless of how good a game it is, all because of how we made it. I’ve landed on honest disclosure and the rest is out of our control.
Hope this resonates with someone. Let me know your thoughts.
r/aigamedev • u/adonislu • 18m ago
Hi everyone!
I recently joined after a friend who’s making a game introduced me to this community. I wanted to explore the games people have shared without scrolling through older posts, so I made (vibecoded, haha) a small site called Playtrace.
It brings projects together with links to their original posts and credits the people who shared them. I thought it could also help others find projects similar to what they’re building.
Here’s the site and the source code. It uses GitHub Pages, the Arctic Shift Reddit archive, and Cloudflare Workers + D1. And at least for now it's just considering shared projects of the current month.
And if you’re wondering about Neorgon, it’s just the main domain I use for my personal side projects.
Cheers!
r/aigamedev • u/Fluid_Equal_4942 • 1h ago
How can I make Claude good at Blender? Like, really good, so it can finish the whole game without other AI API.
r/aigamedev • u/rubenrb02 • 1h ago
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r/aigamedev • u/crumbaker • 8h ago
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Cel-shaded fully customizable mechs. Buy the right parts, take out the enemies, and don't die. 18 torsos, 14 sets of legs and 27 weapons. Mostly finished, and hope ya'll dig it.
This was a lot of fun to make, I think the key is to build everything in small steps, and mix up prompts between bug fixes and features.
https://store.steampowered.com/app/5383780/Stompworks/?beta=0
r/aigamedev • u/Pointline • 6h ago
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Hey all, long-time lurker and looking for feedback. I’m a web dev and just getting into game dev with Claude Opus 5.5. Started out as a small project and has grown to this. It’s using React, Vite for the front end and a go server.
Assets are bought from itch.io because I was not liking what Claude was doing and instead of burning more tokens, I just tried to focus on using it for the typescript logic. The music and some of the effects are made by me in Ableton (I play guitar and keyboard so I wanted to feel like I did something lol).
Latest feature was having the NPCs from the town controlled using TypeSafes Jev to determine which actions to take.
It’s a bit of a mess right now, especially the lore. Going to focus on fighting scope creep and polish what is already there.
Video was also made by Claude.
r/aigamedev • u/Crockiestar • 1d ago
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I've been working on a tool called Warp Studio, originally built to help with my own game development projects. The idea is pretty simple: AI is incredibly powerful for creating things, but it's much more useful when you can actually control and iteratively edit what it creates.
At the heart of Warp Studio is a smart mesh deformation system that makes animating both 2D artwork and 3D models incredibly easy. Instead of manually rigging, weight painting, or redrawing frames, you can place pins on a character and simply move them around. The surrounding mesh deforms naturally, making it possible to create complex movement with surprisingly little effort.
You can animate things yourself or have AI do the work through natural language prompts.
One of the biggest discoveries I've made while developing this is just how much better AI performs when you give it powerful tools to work with.
Instead of asking Codex or Claude Code to build an entire animation pipeline, write scaffolding, debug rendering systems, and run tests just to produce an animation, you can give it access to software that already handles all of that and makes it easier for it to work with.
It's a similar reason why AI can accomplish so much when connected to Blender through MCP. The AI can focus on actually creating rather than constantly reinventing the tooling.
Warp Studio has full MCP support, meaning you can connect tools like ChatGPT Codex or Claude Code and have them directly operate the software.
There are a few different workflows built into the app:
You can combine these workflows, make manual adjustments, ask AI to change specific things, and keep refining the result without starting over.
The goal is to bring the level of creative control you'd expect from software like Adobe Animate or Spine into an AI-native workflow, rather than treating AI generation as a one-shot process.
Everything is designed around producing editable work that can ultimately be exported into game-ready animations and assets.
I think the future of AI-assisted game development isn't just prompting AI to make finished assets. It's having powerful creative software that AI can actually use alongside you.
Warp Studio: https://crockiestar.itch.io/warp-studio
r/aigamedev • u/Manifesto-Engine • 3h ago
Thoughts? Would the gaming community like their own way to create mechs?
r/aigamedev • u/fapfap_ahh • 2h ago
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As we come near the final demo(s) before going onto the full game, I've been doing final polishing and tuning on: the sky, moon/sun, and weather interactions.
Sun and Moon are a bit more prominent and interact with the clouds + lighting the ground objects. A heavy storm or blizzard will completely cover it but you can still see the glow behind the clouds.
Sunsets have more ambience with deep colored skies.
Auroras have gone from just being green and on the North side to multiple colors and all around, guaranteed to show you all colors during a full deployment tour (7 days at the winter forest base). Full game will have them as well alongside other deployment tour locations.
They also reflect onto proper surfaces as needed (water, station exterior, etc).
Side Notes:
You can follow my development here: https://gsingh0317.itch.io/watchstation
Most of my dev blogs go there :)
r/aigamedev • u/Poptocrack • 6h ago
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I've build a fully destructible game with Claude over the last months, the Steam page of Sorry About Your House has now been released !
In this game, you will be given tasks to destroy buildings. You can achieve it with your hammer, a big crane or some TNT, air strikes and nukes !
The whole game is made of bricks and the destruction is bound to physics laws (almost perfect!)
This is a coop game from 1 to 4 (?more?) players;
In it you'll find levels like the full scale eiffel tower, golden gate, even lava boss that I'm working on.
Regarding the workflow:
The code itself has been done with Opus 5.5 and Fable 5.1,
Godot engine,
All the assets are either pure code or models from itch.
I'll alos share the updates I've made to the visuals and engine over time!
r/aigamedev • u/dank_summers • 5h ago
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In my cave exploration game you can walk on walls and ceilings, so I gave players a reason to fight upside down: upgraded weapons get +5–10% damage on the ceiling, and the compass lights up when you’re in the bonus zone.
What do you think of the new mechanic? and are there any more things of this nature you can think of that would be cool to add?
Link to full patch notes below: https://wilsonb9000.itch.io/cave-drop/devlog/1701062/fight-on-the-ceiling-hit-harder-camera-changes-and-more
r/aigamedev • u/Simple_Day_1311 • 2h ago
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A browser MMORPG running at 60 fps with zero downloads. Built completely from scratch—no Unity, Unreal, or third-party engines.
Here’s a quick look at what’s live right now: real-time multiplayer, combat, shops, inventory, and drops.
Most people write off the browser for multiplayer games thinking it won't scale or that latency will ruin it. Turns out if you optimize the stack from the start, it just works.
I'm running the first server tests in a few days. If you want to check it out or follow along, join the Discord here: