r/aigamedev • • Apr 10 '26

AI Game Dev Discord

76 Upvotes

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.

https://discord.gg/6yrzsDJVGp


r/aigamedev • • 20h ago

Commercial Self Promotion I've been building AutoSprite for almost a year now. One character image can now become a full 8-direction RPG spritesheet

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603 Upvotes

Hey everyone! Back with another AutoSprite update. I've been working on this almost every day for close to a year now, and it's been pretty crazy seeing how far it's come.

I originally started building this because I always wanted an easier way to make characters for my own games. The idea was simple: take one character image, turn it into animations, and actually be able to play with it instead of spending hours putting spritesheets together.

Lately I've been really focused on isometric and 2.5D RPG games. Getting a character to look consistent while walking, attacking, and casting spells in 8 different directions is surprisingly difficult.

Some of the things I've added and improved recently:

  • 8-direction isometric spritesheets for RPGs, ARPGs, and tactical games
  • Better character consistency across different animations and directions
  • Idle, walk, run, attack, spells, and custom animations
  • Equipment and character customization workflows
  • A playable browser preview so you can actually test your character
  • MCP integration with Claude Code and Codex to help build games with your generated assets

My goal is still the same: one character image in, a complete playable character out.

It's definitely not perfect yet. Getting animations to loop smoothly, keeping equipment consistent, and making attacks look good from every angle are all things I'm still working on.

But I feel like we're getting closer to making it possible for anyone with an RPG idea to actually bring their characters to life.

You can try it here: https://autosprite.io

I'd love to hear what you guys think, especially anyone working on an isometric RPG. What's the biggest pain point you still have with character animations?

Thanks everyone for all the feedback over the past year. It's genuinely helped me figure out what to build next!


r/aigamedev • • 9h ago

Demo | Project | Workflow Making a 2D/2.5D game inspired by INSIDE, set it North Korea.

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40 Upvotes

Currently in early stages :)


r/aigamedev • • 13h ago

Discussion Opus5.5 Low to Max - New Experiment

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82 Upvotes

I pitted Opus5.5 low, medium, high, xhigh and max against each other, all using the same prompt without a reference image. All were allowed to use one sub-agent but surprisingly none did.

All were told to build a moody Godot 4.7 diorama of a cyberpunk alley, with rain slicked PBR surface, neon signs, bloom, volumetric fog, SDFGI, tone mapping, tile shift, depth of field, emissive signs, low angle hero shot. All agents were also instructed to use 3D Assets, and not to handroll any (not the actual prompt, just the summary).

Position Effort Build Time
Top Left low 5m 42s
Top Center medium 23m 32s
top right high 18m 1s
bottom left xhigh 42m 10s
bottom center max 1h 35m 22s

Which one do you think did the best?


r/aigamedev • • 11h ago

Demo | Project | Workflow 27 days of vibe coding my game with GPT-6.1 Sol. Here's my progress!

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46 Upvotes

I've been working on my own game for 27 days using AI. I started with GPT-6 Astra but later switched to GPT-6.1 Sol because it uses around 5–10 times less of my usage limit while giving me similar results for most tasks. One of the biggest challenges was optimization. At first, 400 monsters could drop the game to 5 FPS, but after almost two weeks of testing and improving the code, it can now handle up to 1,000 monsters. The visuals and animations also need a lot of manual work. It's still an early prototype, but here's a short look at my progress! I'd love to hear your feedback, especially from anyone else using AI for game development.
Full video: https://youtu.be/mJx_IWZdCPo


r/aigamedev • • 8h ago

Discussion Claude W/ Remotion, animate skill, and PixelLab.ai for quickly putting together cutscenes.

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25 Upvotes

Hi, not sure if people are already using this, but I wanted to share a proof of concept I created recently combining AI video editing with pixel assets for cutscene creation. I gave Claude an initial prompt detailing the specifics of the setting in question, a planet from one of my games, and instructed it to use Remotion in conjunction with generated assets to make this video.

Claude created a plan with individual cuts and timings based on what I asked for, incorporated my feedback, and prepared mockups for the pixel art generation, then edited together the assets using Remotion. Each cut gets its own .tsx file and the score was built by Claude using Python.

My prompts were not particularly deep here:

"I want to have this cloud session create animated content using remotion, animated via javascript https://github.com/cth9191/animate, asset generation via pixellab.ai midjourney & chatgpt pro. The goal is to produce personal animations and video content. Multiple topics and genres will be covered, but the initial test project is to create a short animation with a backing audio track. More details after repo and dependencies are configured."

"https://github.com/remotion-dev/remotion

Providing a link to the remotion repo if needed"

and finally:

"For the test run, the setting is on a planet that is 100% covered in city. A megalopolis planet called New Calidonia. This animated intro sequence should demonstrate daily life on the planet, describing both the fantastical elements and the mundane. A dog man and a robot argue over a parking space, a massively hairy alien hangs laundry on a balcony, an empty playground is built around a hologram of a tree. Each shot should be simple, short, and have some camera movement involved. Pixel art aesthetic is mandatory."


r/aigamedev • • 20h ago

Demo | Project | Workflow A month later - a lot of changes and a lot more to do

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174 Upvotes

I decided to change a lot of things in the past 2 weeks, so now we have the start of the story paved out. Mechanics in the same as before, but now with more objectives and more to come.

Yes, the animations are horrible still, I will work on them soon. The trailer shows some bugs also mostly in the speech bubbles.

The story is shaping like so: The sea rose and the world went under. You wake on a beach beside a wrecked boat, with no memory of how you got there. All that’s left is one scrap of land and an old camp someone abandoned long ago.

Light the cold fire with driftwood, salvage what you can from the wreck, and patch the old hut. On a nearby islet, an ancient whale-shaped altar holds three moss-covered cards. With them you can raise new land from the sea, tile by tile: forests, mountains with rivers, meadows to farm, beaches.

As the island grows, old things rise with it out of the deep. There are relics, pages from a keeper’s logbook, and a lighthouse that hasn’t burned in years. Light it again, and maybe someone out on the water will find their way to you.

Somewhere beyond the horizon, something very large is still moving through the sea.


r/aigamedev • • 15h ago

Discussion Sol vs Fable vs Opus, who did better? Another experiment.

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75 Upvotes

another non-scientific experiment. Sol, Vs Fable, Vs Opus.

Similar results from them all, looks like sol starts to shine on high effort and above. All received the same prompt that claude created, a paper whale, ink river, bookshelf mountains,

Which one do you like better?


r/aigamedev • • 10h ago

Commercial Self Promotion im literally in highschool with zero coding experience and just made a 1940s FPS game using AI (Barnaby early alpha demo)

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27 Upvotes

hey guys, im still in high school and literally have zero coding background, but i always wanted to try making a game. i thought you needed a CS degree to even touch physics, but i spent the last few weeks using AI to help me build a prototype called Barnaby.

it’s a goofy 1940s slapstick FPS where you play as a 300lb mouse swinging between skyscrapers with sticky cheese strings the swinging physics were a total nightmare to fix through prompting, and the AI kept breaking my scripts once the file got too big, but seeing it actually work made me really want to learn real programming now.

its super rough and full of bugs, but i put a free early alpha build on itch if anyone wants to check it out or drop some feedback:https://vanzim2.itch.io/barnaby

any tips from real devs on how to stop LLMs from overwriting good code when fixing bugs? still super new to all this so any advice helps!


r/aigamedev • • 8m ago

Demo | Project | Workflow I made a slop game (Mashup)

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• Upvotes

Inspired by some old romhacks or flash games, especially some that seemed buggy on purpose.

Over 100 achievements. Not well tested.

Play it here!


r/aigamedev • • 18h ago

Demo | Project | Workflow Not sure if this counts as I don't use AI to actually develop my game, but I do use it to color and age all the in-game portraits I draw by hand.

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81 Upvotes

Overall it works pretty good at matching and aging my characters, but I do have to go through manually after to do clean-ups and cropping.

Game is Studio Sim


r/aigamedev • • 2h ago

Commercial Self Promotion Dead Hands

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4 Upvotes

Your fingers are the guns.

I've been making a retro zombie survival game that looks like it came off an old PS1 disc. Board up the windows, hold off the horde round after round, hit the mystery box, and upgrade your finger pistol into something ridiculous.

Play solo or team up with up to 4 friends. One person hosts and shares a 4-letter code, and everyone else jumps in. PC and Android players can play together.

5 maps: a supermarket, a bowling alley, a holiday park, a school and a farm

Bosses on every map

Wild modes, like ninja hand seals, mannequins that only move when you're not looking, and a boss every round

Unlockable classes and skins, from hazmat suits to solid gold, and your mates see your whole outfit

It's free, and it plays right in your browser. There's an Android download too.

Play it here: https://innovatorsplayground.itch.io/dead-hands

How many rounds can you last? Drop your best round in the comments 👇💀


r/aigamedev • • 42m ago

Demo | Project | Workflow Mobile game - 1989 v0.6 - West showcase and brrrt sound.

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• Upvotes

r/aigamedev • • 1h ago

Tools or Resource I made a free browser tool that turns 3D models into pixel art sprites - no more drawing every frame by hand (plus a sprite sheet slicer, GIF tools and a pixel editor)

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• Upvotes

I've been making games as a hobbyist for a while. To simplify my own workflow I built an app, and since it might be useful for you too, I turned the idea into a website.

In my opinion, the hardest and most time-consuming part of 2D game development is drawing sprites frame by frame. So I put together a toolset to make that easier: you can take a 3D model with its animations and render 2D pixel art sprites from any angle you like, then edit and test them with the other tools on the site. And it's completely free.

What you can do with it:

- **3D → pixel art sprites:** load GLB, GLTF, FBX or OBJ models with their textures and animations (Mixamo, Meshy AI, Sketchfab and Blender files open as they are), render 1, 4 or 8 directions in front, side, top or isometric view, add toon shading, outlines and palettes, then export a sprite sheet (+ JSON for Phaser / TexturePacker), a GIF or PNG frames

- **GIF & APNG frame extractor:** split animated GIFs and APNGs into PNG frames, or combine your images into a GIF, APNG or sprite sheet

- **Sprite sheet slicer:** cut sheets by cell size, columns × rows or automatic sprite detection, remove the background and export PNGs, a GIF or a JSON atlas

- **Pixel editor:** draw and animate sprites with layers, frames, onion skin and classic palettes (PICO-8, DB32, Endesga)

Everything runs in your browser - your files are never uploaded. No account, no watermark.

I'm still working on it and improving it, so your feedback means a lot to me - bugs, missing features, anything.

https://pixelspritefx.com

Tutorial video: https://youtu.be/s9dGCEobJjE


r/aigamedev • • 10h ago

Tools or Resource I built an editor where an AI assistant edits Super Mario 64 live while you play it

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15 Upvotes

Studio 64 runs the real SM64 (the decomp, compiled to WebAssembly) in your browser, with a level editor around it. You type something like "give me a shotgun" and it happens in the running game. No compile, no reload.

The part I think is interesting for this sub is how the AI is wired in. It doesn't generate the level or write code. It gets the same tools the editor gives a human: place a block, spawn an object, sculpt terrain, write a dialog line, change a game rule. So everything it does shows up as normal edits, and Ctrl+Z undoes them like your own. If it builds something dumb, you just undo it.

You can plug in Claude, OpenAI, Gemini, OpenRouter or a local model. If you don't connect anything, the chat and all AI buttons are hidden and it's a plain editor: 29 block materials, about 600 of the game's objects, terrain sculpting, roads and trees, dialogs in the game's font, a piano roll that plays the game's own instruments. At the end you can export a real N64 ROM or a .bps patch.

Trailer: https://www.youtube.com/watch?v=hcomzBaXxZo
Code (MIT, free): https://github.com/supermochi64/studio64


r/aigamedev • • 9h ago

Community Event Nextfest Participants: Ask Steam to remove AI disclosure label in Survey

7 Upvotes

Should indie devs really have to suffer the consequences of being witch hunted and harassed when AAA developers are all using AI without disclosure willy nilly and get none of the hate? Let your voice be known in steam's survey for nextfest participants, remove the AI disclosure tag. A game should be measured by it's quality, not it's tag.


r/aigamedev • • 14m ago

Demo | Project | Workflow Five months, Godot and AI tools: my bullet heaven about my dog has a free demo

• Upvotes

I'm a gamer who wanted to make a game myself, so I made one about my real dog, Cookie. It's COOKIESANER, a bullet heaven. Solo, Godot 4, five months, from May 13 to October 20.

Claude Code wrote the GDScript. I tested every change in the game before keeping it. The art comes from Gemini and Higgsfield. Gemini can't give a clean transparent background, so every sprite goes through a background removal step. The music is made with Suno. Her barks are recorded from her. The design and every choice in it are mine.

One thing that didn't make the cut: AI walk frames. Her legs are rigged on single drawings now.

In the game she fires ćevapi, eats to get bigger, hits harder and moves slower. At stage 4 she goes GOD MODE and rolls over the horde. Two maps, three bosses, about 10 minutes a run.

Free demo on Steam: https://store.steampowered.com/app/4816480/?utm_source=reddit&utm_medium=post&utm_campaign=aigamedev
Browser, no download: https://cookiesaner.itch.io/demo

Let me know what you guys think, I'd appreciate any suggestions :)


r/aigamedev • • 5h ago

Questions & Help 2.5D/ Octopath traveler

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4 Upvotes

Hey guys!
I'm currently developing in Godot,
I have come up with a fairly good workflow for buildings, character sprites, etc but what I cannot get down for the life of me is terrain.

I currently have a plugin that I had codex make where everything is done "Minecraft style" but it's too blocky for what I'm looking for. I can currently use a tool to raise blocks for elevation changes, cliffs etc.

In the reference photo I added, you can see how the elevation changes are more rounded and less blocky while still following a kind of tile format. Any ideas?

Note- this is for personal use on my dream game and not commercial.


r/aigamedev • • 16h ago

Questions & Help Why is everyone making a fishing game?

39 Upvotes

Everday i checked on this sub, there's always one game being developed and its about fishing. Whats with the obsession with fishing games?


r/aigamedev • • 13h ago

Tools or Resource How to make motion capture video (mocap) with ai

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20 Upvotes

I did this with Claude(Opus 5.5) running in the cloud. It should work locally too, but I haven’t tested that.

  1. Get a reference video. One continuous shot with the whole body in frame.
  2. Have Claude install the tools: MediaPipe, HMR 2.0, YOLO11 and Blender. Grab X Bot from Mixamo yourself and tell Claude to use it, otherwise it’ll make its own sloppy 3D character.
  3. MediaPipe finds the 2D joint positions (knees, ankles, wrists) in every frame, and HMR 2.0 turns that into a full 3D pose with depth and joint rotations, which is what actually drives the character.
  4. YOLO tracks the object in the video. For my game it’s a skateboard, but for you it could be a sword or anything else.
  5. Put it together in Blender and render. You can ask Claude to do this part too.
  6. Export as GLB or whatever format you need.

r/aigamedev • • 56m ago

Discussion I'm starting this thread just to express my feelings about the witch hunt...

• Upvotes

As you know, indie developers ; a significant majority of them ; don’t just have a bad “vibe” about using it; they actually hate it. Some even go so far as to come here and post crap, then share screenshots on other Reddit subreddits to prove it. This behavior is childish. I know that human beings are fundamentally pretty bad and self-centered, but honestly, I don’t understand why they have to take it that far. Why harass creators who don’t use the same tools? Why even go so far as to report them? So yes, I’m aware that there’s a certain problem in the VibeCoding community ; namely, plagiarism and poor quality. Some of you here know that I’m a big fan of saying, “Stop with the ‘one prompt’ thing.” We really need to raise our standards, because it’s by creating magnificent things that we’ll gain more and more legitimacy.

I’m speaking quite openly here, because this topic affects me a bit. I’m currently developing a video game and trying to give it my all. But this hatred, this witch hunt ; it honestly upsets me. On the one hand, I take comfort in the fact that projects like Slam Tank are managing to break through, so I tell myself it’s just a vocal minority… But anyway, I’m starting this thread mainly so I can speak openly instead of keeping this to myself.


r/aigamedev • • 1d ago

Demo | Project | Workflow 9 days ago I posted the game I built with Opus 5.5. You gave me 170k views and 262 comments, so I shipped 98 updates since. Here’s Voltane now.

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915 Upvotes

Hey r/aigamedev,

9 days ago I posted Voltane, a tiny RC-car racing game in the browser, built with Opus 5.5 as my coding partner. I did not expect 170k views and 262 comments. Thank you, genuinely. I read every comment, and a lot of them turned into features.

So here’s the follow-up. Since that post I’ve shipped 98 player-facing updates in 9 days. Not a typo: every one of them is in the in-game changelog. The trailer above is the current build.

The big ones:

🎮 No account needed anymore. Lots of you bounced off the sign-up screen. Now “Play as a guest” puts you in the garage in one click, and your progress is kept. You can create an account to make sure you'll never loose your progression whenever you like.

🌐 Every level is online now: Garage Club, the Attic, the Corner Shop, the Fun Fair, the Toy Museum, the Lagoon, Maplewood and the House.

🖥️ Dedicated servers. Anyone can open their own: name, track rotation, rules, and a poster that draws itself as you fill the form.

🛠️ The Workshop, a track editor for everyone. Build your own circuits from a blank page with real terrain, then publish them for other players.

🎨 Body shop. Describe a livery (or drop a reference picture) and your car gets repainted.

🏝️ New level: the Lagoon. A tropical beach with a tide that rises every lap, water you skip across like a stone, and a sandcastle made of actual sand that collapses into heaps you leave ruts in.

🎢 The Miniature Roller Coaster. At the Fun Fair, a rift shrinks you mid-air and drops you onto a 1/12 scale coaster right next to the track. Pure physics, no scripting.

💥 Everything breaks. Every level now has its own row to smash for nitro (picket fences, dominoes that really topple one by one, coconuts…). Hit a shelf in the Corner Shop and everything stocked around the impact comes down and stays in the aisle for whoever is behind you.

📻 A talkie (in-game chat). An MMO-style console in the menus that follows you into the race, semi-transparent, so you can trash talk without stopping.

🎵 Every level has its own music: a band organ at the Fair, a Hammond and rain on the roof in the Attic…

🌫️ Dust, ruts and clods on sand, dirt and sawdust, two new top-down cameras, split screen for 2 on PC, a car compare tool in the garage, and a remade starter car.

How it’s made (since you asked a lot last time):

Code: Claude Code + Opus 5.5, every day. three.js on WebGPU, Rapier physics, a Node server for online play.

3D models: concept sheets in gpt-image, turned into 3D with Tripo, cleaned up in Blender (also driven by Claude).

Sound: ElevenLabs for SFX, Suno for the level music.

Me: design, taste, testing, and saying “no, that’s not fun yet” a lot. The AI writes the code, but deciding what makes a jump feel good is still the job.

Play it free in your browser, we are in beta:

👉 playvoltane.com (PC, works on phones too, gamepad supported)

Steam page is on the way. Build for Microsoft Store as well... along the Google Play Store and co.

I’ll be in the comments all day. Ask me anything: workflow, prompts, what Opus is great at and where it still trips. And if you find a bug, there’s a little bug in the bottom-left corner of the screen 🐛


r/aigamedev • • 5h ago

Demo | Project | Workflow I made a Brawl Stars-ish browser game 😂 Eight fighters and multiplayer.

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4 Upvotes

I made a game because apparently playing them wasn’t enough.

I wanted something with a bit of Brawl Stars energy that I could open in a browser and play with friends. So I built Skill Rivals using Codex

It has eight fighters and multiplayer now. I’m still figuring out what’s fun and what needs fixing.

That’s what I’ve enjoyed most about building lately: having an idea, making it real, then seeing if I actually want to use it.

Try a match and tell me who you picked. Honest feedback please 😂

https://skillrivals.com/


r/aigamedev • • 16h ago

Demo | Project | Workflow I Don't Know What I'm building But I'm Loving it

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21 Upvotes

I started building this because I wanted a place for myself. An island where I can find peace from the real world. A nice little island, trees, flowers, surrounded by the ocean.
Now I want a little campfire which I will add next.


r/aigamedev • • 1d ago

Commercial Self Promotion This is what i built, with the help of GPT ASTRA and Opus 5.5

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89 Upvotes

Hello Everyone,
I am a software engineer, built my first game in 2017, after that , i built over a hundred of unfinished games that i never published - was trying to be perfectionnist , but today, i am happy to show what i finally released, still not good tho , but i tried my best to release it first then improve it later.

it's not a AAA game or well polished game, but to me it's something, and i will be more than happy to take critics/ideas on how to improve it.

(572) Dogfighters: Missiles and Flares - YouTube

check it out here : https://play.google.com/store/apps/details?id=com.lazylamagames.dogfighters&pcampaignid=web_share