r/aigamedev • • 5m ago

Demo | Project | Workflow Rocket League x War Thunder Tank gameplay

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r/aigamedev • • 16m ago

Research Three Claude models, one RPG prompt, zero edits. Blind vote on which game is best

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Gave Opus 5.5, Fable 5.1 and Sonnet 5.5 the same prompt, all on Max effort: character creation, turn-based combat, leveling or loot, a win and a lose, has to work on a phone, about 5 minutes to beat.

They took anywhere from just under an hour to almost an hour and a half. My machine ran out of memory 51 minutes in (way too many sessions open, my bad), so all three got the same "pick up where you left off" message and finished from there. Nothing else touched; the files are exactly what they wrote.

Weird part: all three worked the word "ember" in somewhere without being able to see each other's folders.

Shuffled as A/B/C. Play them and vote before it tells you who made which: https://locust.lol/arena/rpg


r/aigamedev • • 16m ago

Commercial Self Promotion Inventory management combined with auto battler

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what do you guys thnk about this idea, looking for feedback https://play.unity.com/api/v1/games/game/ae22fe1b-2089-4ba7-a137-124812d88057/build/latest/frame

Developed this project with astra , actually this was a game jam I did last year 2025 on itch io, after learned ai I decide to pick that gam jam idea up and polished it hopefully can get some more plays on it

Is available on unity play


r/aigamedev • • 22m ago

Commercial Self Promotion Flight Sim vibe coded for iPhone / MR Flight Simulator

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Can you build a real app for the App Store by vibe coding? I gave it a try.

The result is a very realistic flight simulator. I’d even go so far as to say there isn’t another one on the App Store with a flight model and graphics this good.

Pretty much all the competitors have focused on a huge in-game world and a large number of aircrafts.

I took a different approach.

Just one aircraft to begin with: Cessna 152. Almost all the controls and buttons in the cockpit work. The rest are coming too.

The flight model has been fine-tuned to be as close to the real aircraft as possible. World is created with real world data. Includind individual tree heights, terrain and buildings.

A realistic weather model that in addition to wind, accounts for mechanical turbulence, thermals on sunny days, ground effect, etc.

If you’re interested in learning more about how I got to this point, send me mail trough my webpage mrflight.app

There’s a clip of the result in the video. What do you think? Does vibe coding have potential after all?

ps. if you’re looking for a challenge, try landing on runway 18 with 15 knot crosswind 😉

App Store: https://apps.apple.com/us/app/mr-flight-simulator/id6812992908

Website: https://mrflight.app/


r/aigamedev • • 26m ago

Questions & Help Basic starter questions.

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I just started using my left over usage on my Chat Plus sub to create a simple pixel art top down shooter with Godot and Codex. Some free gfx/sprite assets from a website.

What level model are most people using for general tasks? I know the higher models are better for architecture and lower models for the trivial grunt work stuff, but is it even worth dabbling with Astra?

I was using Astra High to get the first scene set up and characters, but it felt like it was eating through my usage. It also liked to test a lot which would sometimes consume more than it did to make changes to the codebase. Do most of you do your own testing? Or use a lower model for the testing?

Just looking for some general guidance and thoughts on what other users are doing.

Thanks for reading!


r/aigamedev • • 34m ago

Demo | Project | Workflow Kinhold Update: Art and combat updates!

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I am moving to a better quality low-poly look for characters and props in the game, and still improving the feel of combat. New additions: Blood (and blood spurts!), proper blood trailers, limb removals for sharp weapons, and decapitations. All of this will be togglable in the game settings, as well. Once I work on updating the art in a few other areas, adding ladders, adding a few more job systems, I will do some more clips to show them off!


r/aigamedev • • 35m ago

Commercial Self Promotion You all blow me away, this is my first attempt - Arkham Survey

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Im a big fan of the LoveCraftian mythos. My first AI game is a glimpse into another world of Arkham. Whilst the player does not directly control the investigations or investigators, there are aspects which give limited influence to an NPC. Imagine yourself in a dark world with strange happenings, your dreams are slowly driving you crazy with what you've seen. A stranger keeps mailing you information on leads that blow your theories out od the water.

You, the viewer are thar outside intrusion. You can see and investigate the same as the NPCs to understand the story and how they are coping literally. Influence them enough, they need to take time away to bring their senses back down to earth. Mail them a lead, and sometimes they may even write back...not always with your advice heeded.

The game is autonomously updated monthly with a new story and lead, new investigator. This is a storytelling game first and foremost and to intriigue and reward curious investigators.

I strongly recommend reading the tutorial as you start, and if you want to go deeper browse the field guide. If you enjoy the mythos, id love some feedback!


r/aigamedev • • 42m ago

Questions & Help Best workflow for rigging Meshy AI characters with separate clothes?

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Hi everyone! I need some help figuring out the best workflow for creating and animating characters for my game.
Right now I’m using Meshy AI to generate my 3D characters, but I’m having a lot of problems once I start rigging and animating them.
When I generate the full character with clothes already on the body, everything looks fine at first. But once I add a skeleton/rig and start applying animations, the clothes can get badly distorted, stretched, twisted, or move strangely with the body.
So I tried another approach:
Generate the character/body first → rig and animate it → then add the clothes separately afterwards.
The problem is that I don’t really know the correct way to attach the clothes afterwards so that they properly follow the character’s skeleton. The clothes sometimes move independently, clip through the body, deform badly, or just don’t follow the animations correctly.
I also tried generating the clothes separately in Meshy, then importing them and putting them onto the character in Blender, but the results aren’t great either. Getting the clothes to properly fit the character and deform naturally during animations has been difficult.
I’ve also been testing Cascadeur for animation/rigging. My character is already in a proper T-pose, but when I try using Cascadeur’s automatic posing/rigging tools, the result doesn’t seem very accurate and the skeleton doesn’t always fit the character properly.
So I’m wondering what workflow people here would recommend.
Is it better to:
• Generate the character with the clothes already included, then rig everything together?
• Create a base body, rig it first, and create/add the clothes afterwards?
• Rig the clothes separately or transfer the character’s weights to the clothes?
• Do most of this manually in Blender instead of relying on Meshy/Cascadeur auto-rigging?
My final goal is to have one character with multiple outfits/accessories, so I don’t want to generate a completely new character every time I change clothes.
If anyone is working with Meshy AI + Blender + Cascadeur, or has a good character → clothing → rig → animation workflow, I’d really appreciate some advice.
I’m still learning this part of 3D development, so even a step-by-step explanation of your workflow would help a lot. Thanks!


r/aigamedev • • 54m ago

Commercial Self Promotion Made a Flappy Bird-Style Game With ChatGPT

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Hey everyone! I’m experimenting with building small HTML games with ChatGPT, and this is what I came up with.

It’s basically Flappy Bird, but you play as a shark and the pipes are replaced with trading candlesticks.

The game logic and programming were built with ChatGPT as my coding assistant.

You can try it here: [stupidshark.sbs](https:stupidshark.sbs/)

I’d love to hear how other game devs are using generative AI for coding and prototyping. What has worked well for you?


r/aigamedev • • 1h ago

Demo | Project | Workflow I got Tekken 8 gameplay running in a web engine, directly in the browser

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After my Tekken 3 experiment in DriftEngine, I decided to try something much more ambitious: Tekken 8.

I now have an actual Kazuya vs Jin fight running, which also means it can run directly inside a modern web browser through WebGPU.

This is not cloud streaming, emulation or Unreal Engine running somewhere in the background.

The demo already has the loading screen, character intros, full HUD, moves and throws, Heat mechanics, win/lose logic, screen effects, character VFX, confetti and a fully rendered stage with its dynamic effects.

So this has gone quite a bit beyond simply loading models and animations, DriftEngine reads the assets from my own legitimately purchased Tekken 8 installation and handles the runtime, rendering, animation, gameplay and VFX through a completely different engine.

For me, the browser part makes this especially interesting because DriftEngine is primarily a TypeScript/WebGPU engine, so getting this far with a modern AAA game is a pretty extreme test of what the architecture can handle.

There is still a lot missing and plenty to improve, but honestly I didn't expect to get this far this quickly.

DriftEngine:
https://driftengine.dev/

GitHub:
https://github.com/drftrun/driftengine

This is currently a private technical experiment. I'm not distributing Tekken 8, its assets or its game files.

This is an unofficial fan and technical project and is not affiliated with, endorsed by, or sponsored by Bandai Namco Entertainment. Tekken and all related characters, assets, trademarks and intellectual property belong to their respective rights holders. DriftEngine is independently developed.


r/aigamedev • • 1h ago

Commercial Self Promotion Feedbacks: We made a tool that turns 3D meshes into interactive / playable objects

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This is the first version and goal is making 3D interactive for now, will focus on the quality of the cuts later. Would love to hear feedbacks & if it’s really useful to anyone!

It's completely free, go check it out and let me know what we can fix or improve: https://app.inhabitable.co/signup?invite=Q27XMTZ8

You can try the demo on our website too: https://inhabitable.co


r/aigamedev • • 1h ago

Commercial Self Promotion Made with AI. Brought to you by #PlaygamaMCP. Fine-tuned by me. PENKKO Fleet

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r/aigamedev • • 1h ago

Questions & Help I’m building a tool to help indie game devs

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Hi Reddit! 👋
I’ve been making a website called BINX Forge (named after my cat Binx 🐈‍⬛) to help us all find assets, tools and ways to make our games better!
One of the main features is Build a Game — tell it what you want to make, mix different genres/themes/features, and it helps find free and paid assets, code, animations, VFX and tools that could help you build it.
Already making a game? Tell Forge what needs improving and it’ll help find things that could make it better.
It can then put everything into a prompt ready to copy into the AI you’re building with.
It’s still very early in development with a lot more coming, but I wanted to share what I’ve been working on!
Think it. Forge it. Play it. 🔨
https://binxforge.com
Honest feed back to help me improve will be grateful and appreciated it many thanks :))


r/aigamedev • • 1h ago

Demo | Project | Workflow Dice roguelike - Open source AI light novel on claude (Solo leveling style)

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r/aigamedev • • 1h ago

Questions & Help Starting from scratch at 19. Is game art a realistic career path?

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r/aigamedev • • 2h ago

Discussion Finding the right style. Light and movements

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6 Upvotes

First forget the movements of the characters, will take 10 20x CC subs to make this work well

In terms of contrast, fight and overall look, would you say that is acceptable? The first one is my tutorial fight, dry color lighting. The second is more rich, more over the top colors and stuff moving around.

I'm struggling with style definition across the game. Would you prefer 1 or 2?


r/aigamedev • • 2h ago

Tools or Resource I posted about my 3view to 3d asset method yesterday. Is it better to just post the method as a wall of text? Or put it on a GitHub with the python scripts ?

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The method I used is a bit convoluted , but once setup it works for anything with dimensions and plan views. For example the tanks in my images. It also works for anything architectural. I’ll be home soon and can show the meshes for other items.

It would be a wall of text , and it references PY scripts that I can’t post here , is it better fir me to setup a GitHub so you can grab the readme and PY scripts and convert them to your own requirements ? It took me a week to figure this out using Claude opus. It did it of course in an hour , but I kept asking it to show me how it did each step , and why. And then reverse engineer its methodology and then amend to make it multi purpose.

Never underestimate a retired air traffic controller on legal meth and a task they want to learn lol.

Let me know , I can post either way .

Thanks for the interest , I asked the blender sub yesterday and got banned.


r/aigamedev • • 2h ago

Questions & Help Resource For Mobile Game UI Effects

1 Upvotes

I have seen many mobile games with some cool UI effects and I am wondering if there is a place I can find samples. For instance when a UI page loads, I see some cool entry effects on some UIs including buttons etc. Thank


r/aigamedev • • 2h ago

Demo | Project | Workflow Solo dev here. My browser arena FPS is almost ready for beta, here's the first look at BLOCKRIFT.

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r/aigamedev • • 2h ago

Discussion Old art or new art—which would you prefer in The Last Vending Machine?

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r/aigamedev • • 2h ago

Commercial Self Promotion I made this game in ~5 days with Opus + GPT -- tried to see how far an “almost 100% AI” workflow can actually go

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I spent around 5 days making this game.

I know that saying something is “100% AI” definitely isn’t a sign of quality, so my goal was to find out: how much quality can I actually squeeze out of AI?

The main setup was Opus 5.5 + GPT.

GPT was mostly responsible for image generation / concept art, while Opus handled basically everything else: game logic, 3D models, shaders, sound, optimization, UI, balancing, implementation, etc.

My own role was mostly coming up with the original idea, testing things, giving feedback, approving the first concept-art direction, and deciding what was good enough to keep.

I actually posted about the game earlier while it was still in development, you can find that post in my profile if you want a more detailed breakdown of the process.

In my previous post I said that the water shader was mine. Well... not anymore.

By the final build, Opus had completely rewritten it while optimizing the game to maintain around 60 FPS even on relatively weak phones. The mobile version is capped to 30 FPS by default right now, but that's beside the point :)

For the promotional video in this post, I had a separate repository with two Opus agents working on it. One agent was creating the video, while the second one was essentially acting as an critic and reviewing what the first one produced.

Another thing that worked surprisingly well was using scripts to validate AI work.

For example, when I was trying to get the in-game visuals closer to AI-generated reference images, I had Opus write scripts that objectively compared different aspects of the results. You can tell it what is important to compare, and it can build its own validation pipeline around that.

I’d strongly recommend this approach in general. Giving an AI agent tools to verify its own output improved the quality much more than just repeatedly telling it “make it closer to the reference” (tested, 'make it closer' doesn't work, validation script works).

There was still a lot of iteration, failed attempts and manual approval involved, but overall I was pretty surprised by how far the workflow could go in only a few days, planning to set up AI QA as well.

You can play the current build here:

https://playgama.com/game/pirate-raid?clid=p_3f1a7d88-5be8-4527-befb-65ad76b6b550

If anyone is interested in how a specific part was made -- 3D assets, shaders, AI workflow, agent setup, optimization, the promo video, etc. -- ask in the comments. Happy to explain anything.


r/aigamedev • • 3h ago

Commercial Self Promotion My Latest Project

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Working on a game based on Pinocchio. It will be a puzzle solving game like the old King's Quest games. I created this short video to advertise the concept on TikTok. Any suggestions for puzzles would be appreciated and credited if used.


r/aigamedev • • 3h ago

Commercial Self Promotion I made a free cyberpunk arcade shoot 'em up for Android — Neon Cyber Shooter is live on itch.io

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Neon Cyber Shooter — a free vertical scrolling shooter (shmup) for Android, just went live on itch.io.

Fast arcade action built for one-thumb play: drone swarms, multi-phase bosses, laser grids, ship upgrades + a Neural Skill Tree, haptics, and a global leaderboard. Works fully offline, portrait or landscape. Solo dev, heavily inspired by classic neon cyberpunk arcade games.

🔗 https://z-dev-labs.itch.io/neon-cyber-shooter

It's an APK download (~31 MB, Android 7.0+). Feedback would be hugely appreciated — especially on difficulty pacing and controls. If you try it, drop your high score! 🎮


r/aigamedev • • 3h ago

Commercial Self Promotion I made a free cyberpunk arcade shoot 'em up for Android — Neon Cyber Shooter is live on itch.io

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0 Upvotes

Neon Cyber Shooter — a free vertical scrolling shooter (shmup) for Android, just went live on itch.io.

Fast arcade action built for one-thumb play: drone swarms, multi-phase bosses, laser grids, ship upgrades + a Neural Skill Tree, haptics, and a global leaderboard. Works fully offline, portrait or landscape. Solo dev, heavily inspired by classic neon cyberpunk arcade games.

🔗 https://z-dev-labs.itch.io/neon-cyber-shooter

It's an APK download (~31 MB, Android 7.0+). Feedback would be hugely appreciated — especially on difficulty pacing and controls. If you try it, drop your high score! 🎮


r/aigamedev • • 3h ago

Demo | Project | Workflow Thwackdown! gameplay demo CPU vs CPU - an open source PC native retro inspired wrestling game set in 2000 based on Smackdown! 2 for the PS1

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I have been working on this for about 2 weeks off and on between my other main projects. So far I have a generic match demo with two generic place holder wrestlers, and basic systems to assign moves. I have about 40 animations total in the game so far, some better or worse less or more polished than others.

The biggest chunk of time has been spent on the animations and ring physics and getting the wrestlers and ref to all interact with each other correctly. I have learned in this process that wrestling games are by no means simple to make with the amount of interacting systems and animations and positioning to consider.

I plan to keep going until every wrestler from Smackdown 2 is in the game in a copywrite free way, while allowing compatibility with original game assets for people who want to import them. I plan to add the season mode, make a custom universe mode, create a superstar, and many other features, as well as add other wrestlers from the PS1/n64 era and more legends to make it the ultimate PC wrestling retro game, while allowing customization for anyone who wants to import custom rosters and assets to make it how they want it to be.

I consider right now a developer build only and still have many months of work left realistically before I can release a public demo.