r/aigamedev

I made a political campaign browser game inspired by Red Autumn (focused on the upcoming Swedish election). Would love your feedback!
▲ 52 r/aigamedev+9 crossposts

I made a political campaign browser game inspired by Red Autumn (focused on the upcoming Swedish election). Would love your feedback!

Hi everyone,

With the upcoming Swedish elections in mind, I put together a simple browser-based game where the main goal is to win an election campaign.

It's a bit different and not tied to the exact same historical figures, but while building the mechanics, I was heavily inspired by Red Autumn*,* especially when it comes to things like managing social groups and interest organizations.

Unlike Red Autumn, this game isn't focused on just one party. You can play as any of the major Swedish parties, from the Left Party (V) to the Social Democrats (S), all the way to the Sweden Democrats (SD) and the Moderates (M)

https://real-lot.itch.io/riksdag-2026-the-election

u/Conscious-Coach-146 — 5 hours ago

AI assisted me in turning my own art into a game. I pieced all of this together by hand. Its in the process of coding now

Thoughts on the results? I had it cut assets and generate variants, I had to do A LOT of doctoring, but it was so fun doing I spent all day yesterday on it.

The mood and color (if there will ever be) will be made in code. The playable version has a hollowknight kind of vibe to it but the game will be entirely different. It will involve time travel and saving yourself from death in an immersive way.

If anyone likes this style feel free to use those assets. there's more but i uploaded them to show how turned my art into props. I love drawing tiny civilizations and cities with an alien-afterlife look to it.

I also write my own stories and make my own music. Those are in my other publishings right now but this will be a first for me hand drawing my own art for a game. These drawings are also over 20 years old. I drew these right after revenge of the sith came out and my electricity went out so I got to drawing to kill time, I had a while bunch of papers pieced together, it was 1 big world that covered over 9 sheets of paper. I had many more but lost them. It would have been far more spectacular. The demons I drew...

Its not stealing if its mine and I say its for the world to have!

u/EverythingBOffensive — 5 hours ago

Has anyone found out how to create consistent UI with AI?

Hi all, pulling my hair out to figure out how to properly create a workflow that creates consistent UI… I even bought an asset pack that my codex will literally still somehow butcher remaking the prefab scenes lol. Any help/tips are greatly appreciated, responding to everyone.

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u/ClothedKing — 5 hours ago
▲ 5 r/aigamedev+1 crossposts

[Discussion] Gaming Hot take on AI

I’ve recently seen the creators of 1666: Amsterdam getting a lot of backlash because of their pretty “wild” statements about using AI-generated content and how extensively they plan to use it throughout the game.

But if they can maintain the quality of human-made content while reducing the time and resources needed to create it, why are people so angry about it?

Wouldn’t this potentially benefit everyone? Games could be developed faster and at a lower cost, giving smaller studios a better chance to compete. It could also empower individuals with great ideas who currently lack the technical knowledge, manpower, or financial resources needed to turn those ideas into actual games.

I understand the concerns around AI replacing jobs or leading to lower-quality, mass-produced content, but if the end result is genuinely good, does it really matter how much AI was used during development?

Curious to hear what people think.

reddit.com
u/AlzoD_ — 7 hours ago

Training the pixel art model for the new golden age of game dev!

Hey folks! We're two friends from computer graphics & machine learning. Here's our latest progress on a WIP pixel art model for sprite generation using some fancy techniques!

These are 32x32 and 64x64, but the model can also do 16x16, 24x24, and 48x48.

We have a lot of ideas for improvements, up next!

u/HugoDzz — 10 hours ago
▲ 166 r/aigamedev

Generative 2D animation workflow

Quick disclaimer: I'm not an animator. I'm a civil/structural engineer. Animation is the one part of gamedev that has always stopped me cold.

So I built a tool that does it for me. You give it a single base sprite, and it generates the animation frames as a sprite sheet. Everything runs locally on my own machine — no cloud services, no API calls, no uploading assets anywhere.

The attached GIF is raw output, no manual cleanup.

Still very much a work in progress. Curious what people here think — especially anyone who actually knows animation and can tell me what looks wrong.

u/RsetX — 13 hours ago
▲ 2.9k r/aigamedev+2 crossposts

Week 3 of making my fishing game entirely with AI

Hello there,

This is week 3 of me making a fishing game entirely with AI. If somebody is interested in seeing Claude Artifacts with latest changes here is Artifact 1 and Artifact 2. There are before and after images of how it's done.

My Workflow - it improved from just typing what I want in Week 1 to basically having a window dedicated for every single thing and using MCPs for Blender and Godot now. Since last time I added a lot of things, did some graphic overhaul and added real 3D models.

As for my Workflow:

1. I generate the reference. ChatGPT using OpenAI Playground for concept art and the fishing structure, the refit chart mockup, the SkillTree background. This is where the look gets decided, by me, visually (Without human eye AI will just make stuff not fit together I feel like).

2. I change that reference into geometry. I tried using the 3D generator (Rodin) but honestly it gets complicated mesh results that will require a lot of cleanup, so I just started using MCP for Blender, I made a dedicated Blender session that writes 3D models.  That's better than generated models: the script is the source, so proportions stay editable and a family stays a family. They are also just what I need for my game as from camera distance models are not required to be detailed which is exactly where AI with MCP for blender is good - generating simple low poly models.

3. A different session integrates. Placement, waterline, scale, wiring. Deliberately not the modelling session, I have session for almost everything and they all do their own thing with one session being general chat window that can on command send message to other sessions telling them what I want them to do.

4. Screenshots are the referee. Everything gets rendered from the actual in-game camera, and nothing counts until I looked at it. This is exactly how I just wasted a chunk of time: a session added four new islands, checked them from directly overhead, and they looked fine. In game they were flat sandy pancakes floating on the water. From above, a pancake looks perfect.

5. Criticism, with actual scores. For the big graphics pass we (claude actually with my guidance) wrote the scoring criteria before changing anything, scored twelve things out of ten, and only shipped at 8+. One critic reviewed screenshots without being told which version was newer. That's what stops "I changed loads, so it must be better."

6. Every decision gets written down with who decided it. Tagged either "I decided this (so claude tags it with USER" or "an AI suggested this." Because an upgrade nobody ever proposed once sat in my design docs for days and got quoted back at me like it was my own idea I was like "wtf I never said I wanted this, you are hallucinating bro"

The short version: AI does the work, I'm the art director, and I'm the only human in the loop with sometimes my friends being nice enough to test play it hehe.

Anyway a lot of work was put into this and not sure how much more is needed before I have starting area done and have a playable demo, I feel like the more I do the more is left to be done before it gets to a point somebody can test play it. But I guess there is some progress?

If somebody is interested here are Week 1 Progress and Week 2 Progress.

Any feedback is appreciated ☺️

u/Dont_Bring_Me_Down — 22 hours ago

Refugee from r/gamedev

I was not regular on r/gamedev or even reddit, but occasionally pop in. The quality of discussion and topics was not good that sub. Moderators are good however.

Seems like some drama a couple days ago, not exactly sure what was the issue, but therefore luckily I found this one. Looks like people are actually making games here, good to see. Especially promising new devs coming in and finding success in early results. I am in my middle years so to speak. Worked in indie studio in director role before branching off solo. Now I find more comfort and freedom, but also these days I am out of touch with industry and I see I am falling off in adopting AI :)

Best wishes to all here, keep making and showing games. As long as people actually work and and showcase their games, community will thrive. Hope to learn more about AI usage in games myself.

reddit.com
u/Kindly_Release5869 — 12 hours ago

Some models made with blender and claude

some models made using Blender and Claude, opus to be exact, for a ww2 sub game. obviously things to improve on but I’m impressed. I found opus to be better with modeling what I wanted.

u/mmklein — 7 hours ago
▲ 6 r/aigamedev+2 crossposts

Kinhold Update: Stress test with 600 NPC's

This is being made with Claude Code. I have been working the last few days to get the settlement portion of the game going, including settlers with gear and animations, completing gather and crafting jobs, etc. Thought I would do a stress test with getting a lot on screen at once, and here it is with 600 settlers, all in different armors/weapons, doing attack animations. Considering the goal is to have up to 300 settlers in your settlement, and if you decide to conscript all of them and attack a large enemy settlement, you could in theory have 600 NPCs in a fight around you. I am still working on optimization, as well.

u/SweetKarmaz — 5 hours ago
▲ 1.1k r/aigamedev+1 crossposts

r/gamedev Policy on AI Use

AI is one of the most contentious subjects in game development right now, and we regularly see posts reported or discussions derailed simply because AI was involved somewhere in the process.

We want to be clear about our position: r/gamedev does not prohibit the use of AI, and using AI does not automatically make a post low effort.

This is not an endorsement of every AI company, model, or use case. Legitimate technical, legal, economic, ethical, and creative concerns exist around these tools, and those conversations are welcome here. Our stance is that AI is a tool used in game development, and we care more about the quality of what someone contributes than the tools they used to get there.

Why we take this position

  • AI is already part of game development. Studios are adopting AI-assisted tools across programming, prototyping, production, QA, localization, research, and other workflows. Adoption varies from studio to studio, but this is no longer a hypothetical technology sitting outside the industry.
  • Knowing how to use these tools is increasingly becoming a professional skill. That does not mean every developer needs to use AI, or even like it. It means understanding where these tools are useful, where they fail, and how to evaluate their output is becoming relevant knowledge for people working in the industry.
  • Banning discussion or use of AI here could actively disadvantage developers. Part of the purpose of r/gamedev is helping people learn from each other and understand how the industry is changing. If studios adopt a technology, preventing developers from discussing or learning about it would make this community less useful to the people we're helping.
  • Policing AI use is not realistic anyway. Moderators cannot reliably determine whether someone used AI to draft, edit, translate, summarize, research, debug code, or otherwise assist with a post. We are not going to moderate based on whether something “sounds AI-generated.”
  • "Mandatory disclosure "is not realistic either. Modern tools blur the line between traditional software and AI assistance. Trying to decide exactly when autocomplete, translation, editing, summarization, or an LLM crosses some disclosure threshold would create rules we could not enforce consistently.

So the rule is straightforward: we are not policing AI use itself. We are moderating the contribution.

AI-assisted does not mean low effort

If someone uses AI to organize research, analyze data, improve their writing, translate something, help with code, or communicate an idea more clearly, that does not erase the work behind the contribution.

If a developer spends time gathering useful data and then uses AI to help turn that information into a readable post, the important part is still the data, the methodology, and what the community can learn from it.

Ask whether the information is useful, whether the conclusions hold up, and whether the post contributes something worthwhile. Those questions matter much more than whether every sentence was manually typed from scratch.

Low-effort AI content is still low effort

This does not mean pasting generic AI output into the subreddit suddenly becomes valuable content. Posts that are spam, fabricated, mass-produced, engagement bait, repetitive, or promotional material disguised as discussion can still be removed.

The reason is not that AI was involved. The reason is that the content is low quality.

The same standard applies to something written entirely by a human.

AI is a valid game development topic

Developers are welcome to discuss AI in the same way they would discuss any other technology affecting game development. That includes how it is being used, where it works, where it fails, what it costs, how studios are adopting it, what it means for employment, and the legal or ethical questions surrounding it.

You are allowed to be enthusiastic about AI. You are allowed to be skeptical of it. You are allowed to think a particular workflow is useful, terrible, unethical, inefficient, or overhyped.

What we do not want is every thread that mentions AI becoming the same argument about whether AI should exist at all.

If a thread is about an AI coding workflow, discuss the workflow. If someone presents evidence that AI slowed their production down, discuss the evidence. If someone claims every studio is using a particular tool, challenge that claim.

Let the actual discussion happen.

Attack claims, not developers

Someone saying they use AI is not an invitation to attack them. Someone saying they refuse to use AI is not an invitation to attack them either.

Debate the technology, the workflow, the economics, the evidence, the ethics, the legal questions, or the conclusions. Personal attacks, harassment, dogpiling, or repeatedly derailing discussions because of someone’s position on AI are treated the same way we handle that behaviour anywhere else on the subreddit.

AI is not a source

There is a difference between using AI to help communicate information and using AI as the authority behind that information.

If you make factual claims that can reasonably be sourced, be prepared to support them. “ChatGPT said so” is no evidence, and tools can absolutely be wrong.

At the same time, polished or AI-assisted writing is not evidence that the underlying information is fake. If someone’s numbers are wrong, challenge the numbers. If their methodology is weak, challenge the methodology.

>Challenge the claim, not the fact that a tool may have helped write the paragraph.

Self-promotion rules still apply

AI companies, products, and services are not exempt from the subreddit’s existing rules.

If you represent a commercial interest, the same expectations apply as they would to anyone else. AI also should not be used to mass-produce promotional posts or disguise advertising as organic discussion.

>The technology may be new. The rules around spam and promotion are not.

The bottom line

You do not have to like AI. You do not have to use it. You are free to criticize it, avoid it, experiment with it, learn it, use it professionally, or decide it has no place in your workflow.

We are not going to prevent developers from learning about or discussing a technology that is rapidly becoming part of professional game development. Doing that could actively hurt the developers this community is supposed to help.

What we do expect is that people engage with each other like respectful, mature adults. Disagree with the technology, the workflow, the argument, or the evidence. Do not turn that disagreement into hostility toward the person on the other side of it.

Use whatever tools make sense for your work. Bring something useful to the conversation, treat other developers with respect, and allow room for disagreement. That is what we care about.

reddit.com
u/KevinDL — 1 day ago
▲ 200 r/aigamedev+4 crossposts

I wanted a city builder just about energy systems 10 years ago. Turns out I had to build it myself.

One important disclosure up front: I used AI tools extensively during development, especially for coding, implementation, debugging, UI work, and some of the website copy.

The underlying idea, game design, energy system model, mechanics, balancing decisions, testing, and direction of the project are mine. I have a background in energy systems, and a large part of the work has been deciding what the game should actually simulate, how those systems should interact, checking whether the results make sense, and iterating on it until it became something playable.

AI is ultimately what made it possible for me to turn an idea into an actual game rather than leaving it as another unfinished side project.

10 years ago I posted on Reddit looking for people to help me build an energy-economy simulation game. I finally built it.

Back then, I had the slightly foolish idea of making a city-building / construction-and-management game focused entirely on the energy system ALONE. I posted about it on Reddit looking for people to join the project.

The idea was far too ambitious for me at the time, but the post got quite a bit of interest, and the concept never really left me.

Now, almost 10 years later, I finally have a playable version: Powerstate.

It’s essentially a city builder where the “city” you manage is its energy system. You build generation, manage demand, deal with changing conditions, and try to keep the system reliable and economically viable.

My goal is to make it easy enough to jump into, but deep enough that understanding and optimizing the system actually takes some effort. It’s definitely a niche game, but I suspect this might be one of the better places to find people who enjoy exactly that kind of niche.

Gameplay: https://www.powerstate-game.com/gameplay/

The game is currently:

  • free to play
  • still rough around the edges visually and mechanically
  • occasionally unbalanced in ways that can make a run much easier or much harder than intended
  • fairly demanding in the browser; I’m planning a desktop version as well

I’m planning to keep developing it, and I already have a long list of things I want to add and improve. But at this stage I’m especially interested in what people who actually play city builders think.

What feels good? What is confusing? What would you want a game like this to simulate that it currently doesn’t?

I’d genuinely love feedback, criticism, and ideas.

For anyone curious, here is the original Reddit thread from almost 10 years ago:
https://www.reddit.com/r/engineering/comments/5hp6sc/anybody_interested_on_working_on_a_energyeconomy/

I’ve also set up r/PowerState for ongoing development updates.

u/Electricvid — 18 hours ago
▲ 111 r/aigamedev+2 crossposts

I'm currently developing a wuxia strategy game. I'd love to hear your feedback.

Do you guys like this art style?

u/Beneficial-King1574 — 18 hours ago

Testing procedural generation (AI-Assisted)

Separate biomes, nearly 2.5 million individual blades of grass out 150m from the camera position depending on biome. Day/night cycles, ambient occlusion, distance culling, water surface reflections, and light shafts, using webgl and three.js.

u/UnforgivingWorlds — 7 hours ago

AI SLOP

Glad i found this as its quite mean in the other reddit forums about AI, Was only trying to get feedback. Responses from people is AI Slop.

I'm only starting out so will hide in here and try and improve.

reddit.com
u/evertonuk — 16 hours ago
▲ 242 r/aigamedev+3 crossposts

Building a world with my voice

This is a project built with A-Frame (Three.js, WebXR) that lets me build virtual worlds with my voice, all from within my VR headset. My mic is hooked up to a coding agent, which in turn runs against the project codebase.

Since the agent is working directly with code, the possibilities of what can be achieved are pretty broad, essentially being limited only by what the underlying model is capable of with WebXR. The agent can build anything from simple objects, to animations, to interaction capabilities, to whole environments in order to fulfil a request.

This is still far from perfect. Latency is pretty high, taking anywhere from a minute to multiple minutes to carry out a change depending on how complex the request is. The codebase is also not very accommodating to anything that isn't a frontier model right now. Ideally this will work with smaller, local models in the future.

But the foundation exists, and as these models improve I can see this being a unique way to interact in VR. If you have ever imagined being able to put on a VR headset and transporting yourself to any world you want by simply asking, to shape that world to meet your creative vision, and to watch that world materialise around you, then in a small way, we are here.

u/Art_from_the_Machine — 24 hours ago
▲ 10 r/aigamedev+3 crossposts

Ever played the game called Barah Gashta (Indian ludo)?

I wonder how many of you guys played this game. I used to see my parents playing this game for hours which is like ludo but different rules and different ways.

I have recently build this game published for basic launch and surprised that no one really wanted to play this game outside of India 🇮🇳.

u/naga0121 — 16 hours ago
▲ 721 r/aigamedev+4 crossposts

I used AI throughout development of my Unity arcade roguelite. The demo is finally playable

I've been making FrogPop, a small arcade roguelite inspired by an old Flash game I used to play.

I used Claude and Codex for coding and debugging in Unity, and PixelLabfor some of the visual assets. I edited and integrated the generated art into the game.

The free demo has the first 10 waves and runs in the browser or on Windows:

https://blion247.itch.io/frogpop-demo

If anyone tries it, I'd like to hear what you think.

u/PerspectivePersonal — 1 day ago
▲ 977 r/aigamedev+26 crossposts

New trailer for Arkansas 2125

Hey everyone, I'm back with a new trailer for my post-apocalyptic game. I spent two hours making it, so please rate it.

u/No_Piano_1857 — 1 day ago