r/aigamedev

▲ 9 r/aigamedev+5 crossposts

First trailer for my ARPG PvP game "Darkness: Arena" inspired by Diablo among other games, what do you guys think?

youtu.be
u/Tommymcflurry — 5 hours ago
▲ 1.2k r/aigamedev+21 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 — 12 hours ago
▲ 183 r/aigamedev+1 crossposts

3d modeling with Claude Code

I have been trying to build a city builder game. I have a programming background but nothing in art/design or asset modeling, so I feared that would be pretty much impossible without buying/licensing assets from somewhere.

I tried big AI modeling services, but they all produced pretty weak results with obvious wrong planes/walls/roofs and a lack of detail.

Because of that, I decided to try my hand at it in Claude Code itself.

At first the models were extremely bad, much worse than the AI modeling tools — cubes and blobs with bizarre floating objects.

But after weeks of refining techniques/instructions, I came up with a pipeline that is now producing pretty decent results.

I'm not finished yet, but I think it's worth showing, and I wouldn't mind some feedback.

It's very much WIP — I haven't spent time on the trees and props yet, which is why the trees basically show how the buildings looked when I first started trying.

The first 2 images are from the latest refined pipeline; the quality is improving with every small edit to the pipeline. Image 3 shows green squares, but that's a grid thing, not part of the building model.

The later images show the evolution. The last picture is the very first time Claude tried to make an in-game model. There was a phase in between where it tried to add props, but they were flying all over the place or clipping through walls — a lot of very unrealistic stuff, but I have no screenshots of those, sadly.

Edit because everyone is asking how I'll be honest, The asset generator got kinda entangled with my game code. I never expected it to work this well. Im currently in the process of extracting that part of the code and putting it separate. Its also tuned for classical roman inputs atm but I will make it input agnostic and just ask for some art direction.

As I said in chat it's basically claude driving blender with python scripts. Based on a multi agentic flow managed by a whole bunch of memory files.

I kept most of my memory systems pretty structured and separate so im confident I can extract the code I just didn't see any need for it so far.

edit 2 I successfully extracted the code and managed to make it a standalone asset generator. Some logic got lost in the process which I will rebuild which slightly reduces quality of fe the roof,

the prototype works of a reference image atn. You can see the results in the chat below one the first attempt it managed to pivot to classical Japanese architecture and provide a decent result ( this was on a reduced pipeline to spare my own tokens to prove a prototype).

u/Diabloponds — 10 hours ago
▲ 6 r/aigamedev+1 crossposts

I Made a Casino Slots Sim With AI - Here's What I Learned

Hi folks, so here's my first public game that's coming soon on Steam. I'm here for the vibes, and to share the technical side of things, maybe get some first impressions, dislikes, you name it xD

I'll keep it short.

Game: Slots And Shots

Concept: Roll ingredents to match customer tastes, upgrade, and just keep rolling.

  • AI Music: Suno AI Pro
  • AI Sound Effects: ElevenLabs Starter
  • Code and AI Art: ChatGPT Plus, Gemini Plus
  • Non-AI Sound Effects: Freesound org

Tech stack: HTML5, JS, CSS, Electron for Desktop App Conversion, Steamworks js for achievements

My exact process for any browser-first-convert-later game:

  1. Start with an idea, feed it to your favorite AI, let it spit out an index html
  2. Take a hard look at it, note things down and start refining
  3. Tell AI to split it into pieces (separate UI from gameplay, add text controls, sound configs, etc.)
  4. When it gets too big, get to manual refinements (still AI, but you don't feed your full project anymore)
  5. Playtest like there's no tomorrow after every single feature (and pray that it's enough)

Why this game?

After trying to bite a bigger size game in Godot, I realized that it's more than I can chew, switching to a simpler concept allowed me to check all of the major steps of the game development pipeline.

This project taught me a few things - scope creep is real, you will overestimate your skill and your AI capabilities, finishing / shipping is more important, than endless development.

TLDR; come on man, this is a casino slots simulator game which looks like a mobile app, but I've seen worse games out there, it plays alright, and it's something I feel I can ship :D

Thoughts, comments, criticism? Give it all you've got, haha

u/OriginlessGamer — 8 hours ago
▲ 15 r/aigamedev+11 crossposts

Dominion of Darkness is an IFstrategy/RPG text game (there are some 2D illustrations) in which the player takes on the role of a Sauron-style Lord of Darkness with the goal of conquering the world. He will carry out his plans by making various decisions. He will build his army and send it into battles, weave intrigues and deceptions, create secret spy networks and sectarian cults, recruit agents and commanders, corrupt representatives of Free Peoples and sow discord among them, collect magical artifacts and perform sinister plots.

Here is the prototype (but in this post I am searching for people to test new, extended and improved version): https://adeptus7.itch.io/dominion

I am looking for people eager to help with playtesting - especially fluent in English. You will play at least once (one gameplay lasts about 1-1,5 h, because game is very non-linear and supposed to be be replayble), send me Your opinion, information about possible bugs, some details about stats achieved during it.

If You are interested, please write comment here or just send me Your email on chat.

PS. If You don't believe that game exists and think that this is some scam, here is one of the reviews of the prototype:

And here is fansong made by one of the players: https://www.youtube.com/watch?v=-mPcsUonuyo

u/Megalordow — 8 hours ago

How to actually manage tools?

hello guys, I'm from Bangladesh and really into ai game development. i am new to this and want to learn.I have antigravity pro plan and want to develop games in godot 4.4.

But the problem is how do i actually connect these two(like using mcp or stuff so that ai can direct code,test in godot,debug) and start making an actual game.

How do you guys make games or do you follow someone on YouTube or etc.

I really want start making games as i have some ideas going around.

How do you guys manage your stuff or work with it?

any help would really be appreciated.

thank you ☺️

reddit.com
u/Physical-Manager6367 — 4 hours ago

Is a custom LoRA trained on your own creatures enough to make AI creature generation ethical?

I’m a solo developer working on a monster-collecting RPG, and I recently had a debate on Reddit that made me think seriously about where people draw the ethical line with generative AI in games.

The criticism was basically: using generative AI for creature design is lazy, soulless, and built on stolen labour because models like Stable Diffusion were trained on large datasets that likely include copyrighted art and franchise creatures.

I understand that criticism. I don’t think it’s an unreasonable concern.

But the conversation became interesting when the other person suggested that a more ethical version would be to run the pipeline locally and train it on my own original monster designs, so the output is based on my own creative direction rather than just prompting for something like “Pokémon-style creature.”

My pipeline uses a custom LoRA trained on my own original creature designs. The goal is not to copy Pokémon or any specific artist, but to generate new creatures that belong to the visual/design language of my own game. I also curate the outputs, integrate them into Unity, build the battle systems, new element types, UI, world, quests, progression, and the actual game around them. It is not a one-click asset flip.

However, the LoRA still runs on top of Stable Diffusion 1.5, which itself was trained on a massive dataset. So even though I’m adding my own training layer and using my own source material, I can’t honestly claim the foundation model is completely isolated from the broader ethical concerns around scraped training data.

So I’m genuinely curious where people here draw the line.

Is using a custom LoRA trained on your own original creatures enough to make generative AI use ethically acceptable in a game?

Or is the foundation model itself still morally disqualifying, even if the developer is using their own dataset, running locally, being transparent, and building a full authored game around the pipeline?

For context, my game is here: https://store.steampowered.com/app/4701360/World\_of\_Qreatures/

For clarity, the reason I’m using generative AI is not simply to avoid drawing a fixed roster of monsters. The core mechanic of the game is that creatures can be generated at runtime, discovered through gameplay, evolved, and bred with other creatures to create new offspring. In other words, the AI system is part of the game design itself, not an asset-production shortcut.

I could use only the original monsters I created for the LoRA and build a traditional fixed roster, but then the game would be limited to a few hundred authored creatures. The concept I’m exploring is closer to genuinely open-ended creature generation, where players can discover and breed monsters that were not manually pre-designed in advance. That is the specific design problem the technology is being used to solve.

I’d really value honest opinions. I’m trying to use the technology as responsibly as I can, but I also realise different people have very different moral thresholds for this.

u/Savage_PrawnYT — 9 hours ago

I had Fable add GodotSteam to my game and multiplayer just WORKS

It's insane, the "Add Multiplayer" button people always joked about is real for Godot now. I did my best to make this game from the ground up with Fable to allow for multiplayer, it is a 3d combat game like Chivalry so hitboxes and hurtboxes have to sync and there are physics objects everywhere, and it just WORKS! It's crazy. I've spent so long designing systems and thought multiplayer would break everything but I can literally just click "Host Multiplayer" In my pause menu and any of my steam friends can join me now if they have the .exe, and it felt like magic. No port forwarding, no external tools (other than steam I guess)

reddit.com
u/AmazingDesigner209 — 6 hours ago
▲ 30 r/aigamedev+9 crossposts

My game is live in the app store!

Did a post before but I had to change the name of the app as it clashed with another. But my vibe coded app is now available to play.

https://apps.apple.com/gb/app/drawn-to-orbit/id6785085021

I welcome all feedback and criticisms ❤️

As mentioned before, this was created using a mix of codex and claude code. They compliment each other greatly so you have two models to review each other’s code 😂

I started this maybe a month or so ago, so didn’t take too long in retrospect. I’m no master at using AI, but main tip is to explain to it exactly how you want something implemented. So it does require you to research and be a bit knowledgeable about what you’re doing, but I find that the results are much better than if you were just to give it a generic prompt to create/add something. What’s better is to fully describe say a mechanic you want it to add from how it works to maybe make even edges cases and how it should behave in such scenarios.

u/sarm333 — 8 hours ago

I made a fan game about a kawaii headcrab from Half-Life where it's the hero instead of the villain

I had this game idea that's like the game Jump King, but you play as a jumping headcrab from Half-Life and it's the hero instead of the villain. I made a first version of it where you move through the different backgrounds as you ascend through the game

You play as Morsel, a cute headcrab. Your sister was sucked out of Xen. You must jump from Xen all the way to the top of the Citadel to save her.

All code, assets and music were made with AI help. It took me 6 hours to come up with the design and build it.

If you have any ideas on how to make this more fun, lmk! I'm considering turning this into a full game if t here's some promising feedback

u/Logical_Fondant_ — 8 hours ago

Model Foundry management/tycoon simulation game #2

I’ve made a few updates to the project.

I added sound effects, a new window, and new systems.

Model Foundry is a management/tycoon simulation game about founding and scaling an AI company. You start in a garage in 2016 with a small team and grow all the way into a frontier AGI lab, making decisions about strategy, hiring, research, data sources, compute infrastructure, marketing, and distribution along the way.

GitHub: https://github.com/eduhcastro/ModelFoundry

Ideas, feedback, and adjustments are welcome — feel free to open an issue on GitHub.

OldPost: IA BUSSINESS TYCOON : r/aigamedev

u/Big_Passenger9389 — 5 hours ago

I literally couldn't stop laughing

I've been working on a small wrestling game demo over the last couple weeks, asked my agent to clean up the abs on a sprite image that I had separated the arm off of and just filled in with blocks. The penciled in abs, on the returned image, just killed me

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

Thoughts on my refreshed combat experience?

I still want to redo the logs in the middle, but so far so happy, unified world bottom hud (still some work to do to nail it) with the combat hud so the switch is smooth.

Current combat experience can be tried on https://berrus.app

This new version will be a complete new game!

u/v1dal — 6 hours ago

Me: can you build a real-time face camera version of Fruit Ninja? Fable 5 (one-shot):

u/kouklimou — 8 hours ago

This Is Being Human: Tech Demo

Discover fire, invent civilisation, build a space legacy, discover time travel and conquer the galaxy, generation by generation! This is a tech demo for a Noita-inspired survival game on a pretty ambitious scale. The game spans 200,000 years and will take you from barely surviving to thriving as a multi-planetary mining corporation.

Here's a little about the development so far:

Claude code. Fable 5. I have a lengthy background in software engineering but never thought about game development until more recently. It's built on a custom Rust engine running at 120fps.

I've tried LLM-assisted development with a few engines in the past, but the MCP back and forth on Unity, Unreal, Godot, etc never gave me the speed or clarity I wanted.

Stack-wise, I settled on Rust because it's a fantastic language for LLM development. Errors arise immediately because the game just won't compile and it's extremely fast.

Prompts / Planning wise; I knew what I wanted from the tech demo and I started with a PRD along the lines of we're going to build Factorio 2, Noita edition! I was quickly able to generate a fluid-falling sand physics engine; and from there the rest was quite straightforward - things like making the planet a seamless loop, and have its own gravity was a matter of prompts with Fable.

Once I'd run out of usage, I switched to Opus 4.8 with Ultracode to do the heavy lifting on character movement; it's an IK setup that I'd had experience building in the past so again, I knew what I wanted and prompted my way to success.

The thing I'm struggling with the most is building a coherent art style or art direction. This world started off ugly as sin, but there's a certain charm to it that I'm going to lean into. The custom pixel shader does a lot of heavy lifting and makes the whole thing a pleasure to develop with, but I'll be completely honest - I'm going in blind there.

If you'd like to follow along or check out more, you can wishlist or join discord over at thisishumanbeing.com :)

u/beefcutlery — 14 hours ago

Does anyone here uses non-ai generated assets?

I know that aigamedev spans from "I used AI to write the code" to "I've completely vibecoded a game and every single asset is AI generated, even the idea I asked the AI to think for myself", but I wonder how commom is to use an good, quality, curated asset, free or bought from any store front (like itch.io) for the prototypes.

Also, since assets pack are somewhat limited, it can be a fun activity to think of an idea that could use all, of not most, the assets of that pack.

I've been playing around building short faming games using (really) cheap assets from Itch.io. Even free ones are not very far off (although severely limited in options).

Or even using assets from The Spriters Resoruce, this way you could try to rewrite games like Zelda, Mario, Contra or Metroid using that assets. (I've tinkered using Final Fantasy 1 Assets myself, but didn't got very far tho).

So, any of you has been using them?

reddit.com
u/Own_Principle_7901 — 14 hours ago
▲ 8 r/aigamedev+2 crossposts

LittleJS + ThreeJS 🤝 New plugin to use LittleJS as the game engine for three.js

Three.js is amazing at rendering but it stops there. No game loop, no input handling, no physics, no audio. I maintain LittleJS, a tiny open source 2D game engine, and I just added a Three.js plugin so the two can work together. This is something I have already done for a few prototypes so I decided to add it as an official plugin.

The way it works is pretty simple. The plugin puts a Three.js canvas behind the LittleJS canvas, which is transparent. LittleJS runs the actual game: a fixed 60fps update loop, keyboard/mouse/gamepad/touch input, arcade physics, particles, and sound effects. Each game object drives a Three.js mesh that follows it around automatically. You load three yourself and pass the module in, so nothing gets bundled and the engine stays dependency free. There's also an aligned camera mode that locks the 3D camera to the 2D camera, so 2D sprites and particles line up exactly with the 3D scene.

I made two simple demos. One is a side scroller with 2D particles over a 3D parallax scene. The other is a little 3D platformer where you run around and jump on boxes collecting coins, and all the gameplay is controlled by LittleJS 2D physics. The whole thing is about 230 lines.

Demos: https://killedbyapixel.github.io/LittleJS/examples/?example=Three.js+3D+Platformer
Source: https://github.com/KilledByAPixel/LittleJS

Curious what people here think. If you'd use something like this, what would you want from it?

u/Slackluster — 8 hours ago