r/aigamedev

▲ 23 r/aigamedev+1 crossposts

Demo on itch.io: My top-down RC racer MiniSprint

Based on the positive comment I got on my last post I decided to turn my browser-based prototype into an actual game:

Drive tiny cars on small tracks, with your actual RC remote control. Free demo out now, more tracks and new modes (off-road and drift) are planned.

Webseite: https://rcminisprint.com/
Store: https://nomica.itch.io/mini-sprint

Coding 100% with Claude, artwork with help of ChatGPT. They also built the website, helped my with itch.io and with becoming a certified Apple developer.

Music: Bit Shift by Kevin MacLeod 
Previously: https://www.reddit.com/r/aigamedev/s/qQE0mbPwMn

u/Decent_Assist_4811 — 5 days ago
▲ 390 r/aigamedev

My HD-2D Game. Early Alpha Footage

Hey guys.. I'm working on a dream game of mine. This is still the very, very early stages, but I wanted to show you where I'm trying to get graphically. I'm a huge fan of Octopath Traveler, so there are obvious takeaways from it in the HD-2D look.. pixel art sprites in a 3D world, with the tilt-shift blur, bloom and lighting etc.

I made it entirely with Claude (Opus 5.5). Even the pixel art and 3D models are made in code, so there are no imported art assets. The music is a track I made with Suno.

The game doesn't have a name yet. Next up is the battle system, which is in development right now, so I didn't want to show it yet.

If you have any suggestions or advice on how to improve it (the art, lighting, sprites, anything), please let me know!

u/irbrandonl — 9 days ago
▲ 457 r/aigamedev

Claude Opus 5.5 rebuild Terraria in 3D . Custom engine, 3,300+ items, 313 enemies and bosses, all made by the AI, progress so far

POSTED NEW SHOW CASE OF ME MESSING ABOUT IN THE REPLIES

This is just a fan project 8 days in for me, not for money and not for anything official. just some fun and yes it looks like Minecraft 😭

I saw Minimunch's video on Opus 5.5, and the part where he makes a fan recreation of Terraria in 3D got me so hyped that I wanted to see what it would look like if someone just kept going. So I subbed to Claude and started this fan project. This is where it is after 8 days, using Opus 5.5 for everything

All the art and assets are generated by code some stuff by Claude using blender animations are code too he just keeps going and reviewing until eventually it's passable no skills or plugins were used by me as well so all art is achieved by coding and reviewing for the own game sound and music as well that's code too

I keep editing but just so people are aware every boss is in with models and full fights the full game is playable from start to finish just some stuff missing mainly decorations and missed things only been 8 days remember

Scale is based off terraria so blocks are similarly small compared to the player.

I started on the $20 a month plan and upgraded to the next one to make things faster, so this is not what a week on the cheap plan gets you.

What's in it right now: A custom 3D engine written in C#. No Unity, no Godot. About 346,000 lines of code, and I wrote none of it.

3,369 of Terraria's 6,029 items. That includes 407 of 481 weapons, all 256 armour pieces and 154 of 158 potions, with models and animations.

313 of 327 enemies and bosses.

All the models, textures, sound effects and music were made by Claude too. The music in the video is the game's own title theme. Also has settings for using my installed terraria copies music and sounds

What's missing is mostly furniture and decoration variations, vanity items and dyes, plus other bits I haven't found yet. It gets closer every day.

How I worked: honestly I did it lazy and tried to push every single part of the work onto Claude. Most of my prompts are things like "continue however you think is best for our goal". When I play, I take screenshots and explain whether something is a bug or a visual change I want, and those go straight to Claude. It also made itself a bot that playtests the game when I'm not around.

It's just a fun game for me, and I can't wait for it to be done so I can play it properly. I have almost 2k hours in 2D Terraria, No Terraria code, sprites or audio are inside it. If you want your own, feel free to give it a go with whatever model is capable enough by the time you read this.

I also asked Claude to build a showcase world to quickly show how much it has done. The video and pictures are from that world and then the other video is me messing about tryna show off randome stuff and the game

u/Anipixels — 9 days ago
▲ 126 r/aigamedev

Claude 5.5 Opus is capable of building a full indie game. Truly, imagination is the limit. My project is 100% vibe-coded. Just made some fixes and had Claude update the game trailer!

u/Final_Huckleberry408 — 9 days ago
▲ 516 r/aigamedev

What is the current meta for developing games with AI?

This infographic is just there to pull people into reading what I am asking.

Is there some kind of a meta when you develop games with AI agents?
Like which engine to use? Which 3D generation tools etc.?

u/Bitter-College8786 — 9 days ago
▲ 121 r/aigamedev

Resident Evil 4 X Dead Rising

posted this in the deadrising sub, but got deleted for being ai. this isnt some one prompt easy thing and took me quite a while to get it working at the state it is. thought yall could appreciate this. AMA

u/DonkeyComfortable711 — 9 days ago
▲ 141 r/aigamedev

Terraria 3D by opus 5.5 little gameplay showcase of the results so far

https://www.reddit.com/r/aigamedev/s/sIlsOCobwW here is the first post i answered a bunch of questions and sorry im not the best at knowing how to show stuff everyone asked about its just me messing about
its only been 8 days since we started and im on the pro plan and havent had to buy credits.

yes it looks like minecraft

just so people are aware the almost full terraria experience is in this, i can play from start to finish with no hard blocks ruining the game. all modes and map options and even seeds achievments, wiring, minecarts, every biome and everything you need to progress does exist and the usual ways youd take in terraria to get to the end you can do here, same little tricks same a lot of things of course! its just like terraria guys thats all i can say in terms of content breadth idk how to explain, also no intentions of this being a product even a free one

u/Anipixels — 9 days ago
▲ 0 r/aigamedev+1 crossposts

Been playing my own game for hours, but I think seeing someone else enjoy it would feel even better.

I made this game and somehow keep getting distracted playing it while I’m supposed to be testing 😂

It’s called Brick Breaker Infinite, inspired by Ultra Pool and Bricks Breaker RPG. Here’s me trying to get first place. Would love to have someone give me a score to chase!

Build your ball army, experiment with forging to create overpowered combos and hybrids, arrange their order, and find the best angle to clear the board.

I made this and still haven’t managed to clear an arena myself 😅 If you clear one, I wanna see!

It’s free to play, no login required. Try it in your free time and play your hearts out. If you beat my record, send me a screenshot 🙂

Send it to a friend and see who gets further. Suggestions and feedback are welcome too!

Play Brick Breaker Infinite

u/Procastimoyk — 6 days ago
▲ 130 r/aigamedev

My browser game suddenly took off - and Season 2 just started

"6,898 loops in the first 30 minutes of Season 2, from 22:00 to 22:30 CEST."

So. I made a game. A browser game. The famous "io" games. Didn't even know what IO games was exactly. But I had an idea. And I bought an "io" domain. InkDom.io
Then I posted a few places online about the game. And it honestly became more than I could've ever hoped or dreamed for. (Okay I actually dreamt about this). But wow.

It's an online game where the world map is the map. You make loops to claim land with ink. Can form alliances. You can claim other players land. And basically it's just about who gets the most land. But with small twists, like it calculates how many people is inside your land, and inside each loop you take - and the people pay you taxes, so you earn money, etc.

Quickly thousands of players had played the game, and now, in no time, it somehow formed the coolest community, where players are chatting, forming alliances, planning actual real STRATEGIES in my game. There's even like special lingos being made like "Shield snipe". Some players are active on a subreddit here on Reddit about the game.

The game runs in Seasons, and Season 2 just began, with a countdown screen, where all the players that waited for it could chat and talk about what they'll do for Season 2.

It's all just... surreal. I've wanted this for so long. I've been creating so many wierd games, apps etc.

And then one of the small wierd ideas, that I purely made for fun is the one blowing up.

I'm posting this in AI Game Dev because I've used a bunch of AI for this.

Now I even see this as a "how far can I take this project" using AI, since it allows me to work sooooo much faster, and use my energy on being creative etc.

Why am I posting this? Absolutely no idea. My better half is tired of hearing me babble about it. And my friends have stopped hearing at my ideas a looong time ago.

Keep building guys and girls. You apparently literally never know what suddenly just hits just right

u/Living-Inspection582 — 8 days ago

Opus 5.5 helped me building all of this and me and my friends are having a blast in the current playtest!

7 days ago I started a game about grandparents racing wheelchairs after the pub. Last night we had our first playtest and I can't stop laughing

I started the project 7 days ago. I didn't want to use AI at all, but one of my friends convinced me to try "getting a little bit of help", and that little bit of help BOOSTED the entire project.

I was NEVER expecting to have such a fun and entertaining playtest!

The game is called AfterPub. It's a chaotic party game where pensioners leave the pub and settle things by racing on wheelchairs.

It's still very early and rough around the edges, so I'd love some honest feedback:

- What would make you want to play a game like this with your friends?

- Which mode sounds the most fun to you?

If you want to follow along, you can find the project on steam: https://store.steampowered.com/app/5371870/Afterpub
you can also find us on discord: https://discord.gg/bpTWxxGwj8

Thanks for reading, and may your grandma never drift past you on the last corner 👵💨

u/Jealous_Fan4986 — 8 days ago

What is the best ai game engine?

I've tried with Godot and Unreal Engine 5.8.

It shreds through implementations in Godot, but the results always feel a bit cheap / low quality.

UE definitely has a much higher potential, but it really struggles with the speed at which it can implement new content, and the results are worse than Godot at the start. Used UE MCP.

All four attempts with Blender MCP and Meshy MCP. The Meshy models are cool but work still needs to be done in blender.

Haven't tried Unity.

I'm most interested in strong integrations that people have figured out to get highly quality results.

reddit.com
u/Reddit_User_Original — 8 days ago
▲ 65 r/aigamedev+1 crossposts

Capcom announces plans to transform the RE Engine into an AI-generation game engine — ‘Our goal is a future where we create games together with AI’

ign.com
u/Fcking_Chuck — 9 days ago

Saw lots of Star Wars: Galactic Racer Gameplay videos and decided to build one of my own

actual gameplay not sped up , would you guys play this ? not adding any links since it removes the post! dm if anyone wants to try it out its on web/threejs - supports mobile,desktop,controller

u/hyp3rclaw — 9 days ago

How we animate GRAYFALL: the sprites are Python, not drawings

Every character in GRAYFALL is generated by a Python renderer: a pose is a dict of joint angles, shapes are rasterized at 4x, cel-shaded, then mode-downsampled into crisp pixels. Two GIFs go with the post.

We did not pick a style by arguing about it

https://i.redd.it/ob7hn81qjwth1.gif

The sprites we had were weak: flat faces, robotic animation, no identity. Instead of debating references, I had four complete renderers written from scratch, each one rendering the same character (Lyra, the archmage) with the same animations — idle, walk, run, a three-hit combo, a cast and a hurt — plus a portrait, a key-art card and a notes file arguing its own pros and cons.

Candidate Proportions Height What it cost us
HD-2D 16-bit (Octopath-like) 1:4 ~50 px Too small to read 6 players on screen
Chibi (Young Souls-like) 1:2.5 ~60 px Cute, but no reach in attack poses
Painted (Odin Sphere-like) 1:6 ~100 px Gorgeous, far too expensive per frame
Arcade hi-bit (KOF / Metal Slug) 1:4.6 ~80 px Shipped

The lab was the cheapest decision of the project. Four throwaway renderers cost less than one wrong style applied to twenty characters. The output of the losing three is still in the repo — nothing was deleted, and the comparison still settles arguments months later.

How one frame is actually made

https://i.redd.it/0au72usujwth1.gif

No drawing program is involved anywhere in this chain. Python, Pillow and numpy only.

  1. A pose is a dict of angles. lean, twist, shoulder angle, grip position along the staff. An IK solver places elbows and knees from the hand and foot targets, so I animate intent, not limbs.
  2. Shapes are rasterized at 4x. Capsules, ribbons and Catmull-Rom splines write into three buffers at supersample resolution: material, tone and part id.
  3. Cel shading is a mask offset. Each material has 5 tones. Shift the part's mask toward one fixed light and the uncovered band becomes the next tone down. A second, longer shift gives the deep tone; shifting the other way carves the highlight. Parts also cast onto what sits behind them.
  4. Downsample by majority vote. Each 4x4 block takes the most common (part, material, tone) key. No averaging, no anti-aliasing, so the result is a real pixel image and not a shrunk render.
  5. Internal lines. A dark seam is written only where two different parts touch — arm over torso, not arm over arm.
  6. One pixel of black outline around the body, FX excluded. That outline is what makes the character read at 640x360 over a lit 3D stage.
  7. The face is painted after downsampling, pixel by pixel, at final resolution. Eyes and mouth are 1-2 px features; if they go through the 4x4 vote they turn to mush. This is the single biggest difference between "hi-bit" and "doll".
  8. Normal maps are generated, not painted, and the 3D stage lights the 2D sprite with them.
  9. Hair and cloth are springs. Chains with rest angle, stiffness, gravity, damping and wind, simulated per frame. Secondary motion is never keyed by hand — it falls out of the sim, which is why it never looks pasted on.
  10. Key frames and sub-frames are different things. The hitboxes fire on key frames (the logical frames the game reasons about). Sub-frames are inserted purely for smoothness and the game logic never sees them.

Why code, and the contract that makes it safe

Hand-drawn frames are a dead end at this scale: 20 playable heroes, ~50 animations each, 6 players on screen. The win is not speed, it is propagation. Change the shading rule and every frame of every character gets it. Redesign a hero's coat and the 50 animations come back dressed.

The danger is obvious: regenerate the art and you break every hitbox. So each character has a frozen contract — a JSON snapshot of animation names, the number of logical frames per animation, and the tick budget of each frame. The renderer may change poses, add sub-frames, redraw the whole costume. It may not change the contract. Gameplay keeps indexing frame 3 of punch2 and lands the same hit it always did.

Every frame also exports anchors: hand, hand direction, off-hand, head, chest, weapon tip. Trails, sparks, projectiles and held props attach to those anchors, so VFX never drift out of the hand when the animation is redrawn.

The gate: a script that tells me a character is not done

Quality went up when "looks good to me" stopped being the standard. qa_hero.py <id> prints one row per hero and fails it against fixed thresholds.

Metric Minimum Why it exists
animations 50 a character missing getup, dizzy or carry feels broken, not stylish
logical frames 195 the floor under all 50
fluidity (sub-frames per logical frame) 0.85 this is the number that reads as "smooth"
frames per attack 5 anticipation, contact, follow-through, recovery — three poses is not an attack
one frame held >= 6 ticks per attack yes without the held contact frame the hit slides instead of landing
distinct specials 12 4 defaults plus the shop alternatives
3D VFX calls in the kit 30 a special with no volume looks like a decal
FX strips / SFX files 24 / 28 no shared generic hit flash
element hue match 70% a fire hero whose effects are blue is not a fire hero

Today, with 20 heroes in the roster, 7 pass and 13 fail. That is the honest state and I publish it to myself every week. The script is the floor, never the ceiling: passing every number and still looking bad is a fail. The second half of the review is a contact sheet opened by eye — silhouette readable in pure black, secondary motion still moving after the body stops, the face changing expression between idle, hit and victory, trails thin and translucent, and a size check (anything more than 8% off the roster's 92 px median looks like a child standing next to the others).

Five rules that cost us real money to learn

An ability has to be an object you can draw, not an effect you can describe. One character burned three full rounds of rework. Her kit was "a shadow runs along the floor", "enemies miss for 3 seconds", "cold flame". Nothing to draw, so every attempt came back as a purple smudge, and polish cannot fix a concept problem. The characters everyone praised had nouns: a giant top hat, a sawing box, doves, a fan of cards, a spotlight, an ice lance, a comet, a ring of fire. The test I now apply before any production starts: describe the ability without the word "effect" and without a single colour adjective. If a noun survives that a draftsman could draw from memory, build it.

Big shapes are the worst place for solid colour. Domes, curtains, ground rings and auras are large by nature, and additive blending blows their core out to white. With 6 players on screen, one special like that erases the entire fight. Draw the readable shell, leave the middle nearly empty, and never hide the hero inside their own effect.

Launchers need an explicit launch height in pixels. Juggle decay was scaling the knockback differently depending on which tick the hit connected, so the same move launched to a different height every time and air combos only closed "sometimes".

Watch out for names the engine already owns. Eleven move ids have hardcoded behaviour in the fighter and the AI. A kit that reuses one inherits behaviour nobody asked for, and the symptom is silent — nothing errors, the move just acts strange. One character lost a round to exactly this.

Three rounds, minimum. Round 1 is a skeleton that runs. Round 2 is an animation pass done with the contact sheet open. Round 3 is VFX, SFX and juice. Everything we ever shipped in one round is in the bottom of the gate table today.

Yes, AI agents build a lot of this, and here is the bill

I run production through Claude Code with parallel agents. What makes it work is not the model, it is the paperwork around it: every task has a closed brief in docs/tasks/, and the repo has a file-ownership table so two agents never touch the same file. An agent gets the brief, the files it owns, the exact commands to validate with, and a response limit. The gate in the previous section exists precisely because agents — like people — report things as finished that are not.

I track spend per character. These are list-price API equivalents, not what I paid:

Character Cost (USD) Gate failures today
Roland (first hero) 2,509 5
Kael (second) 2,278 3
Lyra (third) 1,919 6
Bjorna (recent) 516 0 — passes
Risa (recent) 474 0 — passes
Maela (recent) 416 0 — passes
Orvyn (cheapest) 247 8

Project total so far: about US$20,000 in equivalent tokens.

The lesson is not "cheaper is better". The three most expensive characters are the three oldest: they paid for the exploration, and they fail today's gate because they were built before the style and before the rules existed. The cheapest character is also the worst in the roster. What actually correlates with quality is whether the written rules and the gate existed before production started. Once they did, a good hero landed in the US$400-900 band. Below roughly US$400 the quality visibly drops, and the rework costs more than the savings.

The stack, and ask me anything

Godot 4.7 (Forward+), GDScript for gameplay, Python with Pillow and numpy for every asset. The game is a 2.5D beat 'em up action-RPG with up to 6 players in local co-op: the simulation runs in pixels at 60 ticks per second, and the sprites are billboards lit inside a procedural 3D stage, HD-2D style.

Happy to go deeper on any part — the IK rig, the downsampling vote, the spring chains, the frozen animation contract, or how the agent briefs are written. Ask and I will post code.

reddit.com
u/Final_Huckleberry408 — 8 days ago

KAESHI: a 2D beat 'em up with Sekiro-style parrying, free demo soon

Hi r/aigamedev! I've been working on KAESHI, a 2D side-scrolling action game where you parry enemy combos hit by hit, break their posture, and finish them. There's no guard button, and elite swordsmen and bosses can parry you back, so it plays more like a duel than a button masher.

All the art and animation were made with AI. The part that took the most work was animation. Every move started as a short AI video clip, which I turned into frame-by-frame sprites. The hard part wasn't getting good motion, it was keeping the character looking the same across dozens of clips and making attacks readable in the middle of a fight. I ended up rerolling a lot and retiming frames by hand so slow wind-ups feel heavy and fast slashes feel sharp.

The story, combat rules, level design and boss patterns are mine, and AI handled most of the production around them. It let me make something much bigger than I could have otherwise, but it still needed a lot of picking and fixing to feel like one consistent game.

The free demo (Chapter 1, two boss fights) is coming soon on Steam:

https://store.steampowered.com/app/5349160/KAESHI/

Happy to talk about the workflow if anyone's curious!

u/Successful-Rooster53 — 8 days ago
▲ 325 r/aigamedev+1 crossposts

kal's valley, a solarpunk-inspired game, built almost entirely with opus 5.5 + blender cli + music/sfx with elevenlabs

u/yajiv — 11 days ago
▲ 126 r/aigamedev+1 crossposts

First experiment with local generative models

Everything you see in the video was generated locally on a laptop with an RTX 3070, in a single night, on the first try. The only things I regenerated were models that came out clearly broken.

Then Claude assembled it all into a demo level in Unity.

Assets Studio tool: https://github.com/kvladsrc/gym/tree/main/assets_studio

u/zjgkkn — 10 days ago
▲ 255 r/aigamedev+3 crossposts

LUMENFALL, a voxel world on an engine I wrote from scratch in C++/OpenGL, built with AI as my coding partner

Full honesty up front, since that's the interesting part for this sub: I didn't write most of this. Claude (Opus) and Fable did basically all of the actual coding. My job was to point at things — "the shadows flicker here," "this looks wrong," "do X next," "not good enough, redo it" — playtest, and make the calls. Director and QA more than programmer.

What they built is a voxel engine from scratch. No Unity, no Unreal, no libraries — just C++ and raw OpenGL. What it does:

• Generates a big procedural world in code — terrain, biomes, caves, castles, villages, creatures. No asset files at all, which is why the whole game is ~1 MB. It's code, not generated art — every pixel is drawn by shaders the models wrote.

• Renders it with a modern graphics stack built piece by piece: raymarched volumetric clouds you can fly through, cascaded shadow maps with soft contact-hardening (PCSS) shadows, screen-space water reflection + refraction, temporal AA, SSAO, god rays, and a dynamic day/night cycle with a volumetric sky.

• Streams chunks with level-of-detail to draw ~450 chunks to the horizon while keeping the whole world in memory. Multithreaded generation + meshing; runs smooth on an RX 7900 XT.

The part that still surprises me is how much of the genuinely hard stuff — the renderer architecture, the shader math, GPU-driver bugs that took days to corner — the models handled once I could describe the symptom clearly. Knowing what "good" looks like and where it's broken turned out to be most of my value.

You can actually play it https://github.com/vengeful180-dot/LumenFall/releases/tag/v0.22 . Happy to talk about the workflow, how the models handled engine-level code, or where they struggled — ask me anything.

Two things people always ask:

• It's tiny (a couple MB) — that's not a stub. The whole game is a custom C++/OpenGL engine with zero external libraries, and every texture, biome, creature and world is generated procedurally in code. There are no asset files to ship, so it all fits in one small .exe.

• It's a single self-contained .exe — no installer, no dependencies, no telemetry. Scan it if you like. Windows may throw a SmartScreen warning since it isn't code-signed (normal for small indie builds) — just click More info → Run anyway.

Youtube high quality video here: https://www.youtube.com/watch?v=IMrI2OrWypI

u/LostRequirement4828 — 12 days ago
▲ 17 r/aigamedev+1 crossposts

Hades + Sekiro + Cyberpunk = PARRYGOD (I need help)

Hey everyone! A few days ago, I had the idea of combining elements from some of my favorite games, and that’s how I came up with Parrygod. It’s a Hades-style roguelike with a parry mechanic like Sekiro’s, set in a Japanese cyberpunk world.

I started working on it about three days ago. My current workflow is to use Unity as the engine, generate characters and environments with Magnific, turn them into 3D models with Tripo, and animate them with Mixamo.

I also installed Unimate to try generating animations with AI, but I’m really struggling with rigging and getting good animations that actually fit the game. The character models themselves aren’t looking that great yet either.

Does anyone have any tips for improving the models, rigging, and animations? Or suggestions for a different workflow that could help me get better results?

My background is in design, and I don’t have any coding experience, so any help would be appreciated!

I'm using Opus 5.5 on max effort.

u/im_out_of_creativity — 8 days ago