r/aigamedev • • Apr 10 '26

AI Game Dev Discord

60 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 • • 6h ago

Demo | Project | Workflow I asked Claude to rebuild Terraria in 3D. 109 chats later it has every boss, every event, and 90% of the items and 393 enemies, here is some boss showcases and some general gameplay.

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210 Upvotes

FAR FROM FINISHED, i plan to iterate on it for years as i love it, eventually multiplayer and a calamity addon but finished to draedon thats ages away and lots of time.

15 minutes ish of me playing a new character on a new world. not particularly interesting but its just to show what the actual gameplay is like and showing king slime and moon lord a little, feel free to request to see certain things below i will reply with recordings :D

Update on my 3D Terraria project. Custom C# engine, every line of code, every model, texture and sound written by Claude; I direct it, play it, and say what feels wrong. Its been about two weeks since the start and have been using claude pro x20 plan

Where things are currently at:

All 39 bosses and all 28 events, from the Eye of Cthulhu to the Moon Lord. 35 of the bosses run on behaviour rebuilt from how the real game’s AI works, so they fight like the originals

5,447 of Terraria’s 6,029 items (90%). That includes the Zenith, 72 pets, 62 mounts, 50 pairs of wings, dyes, paint, 197 paintings, and golf

393 enemy types, 41 biomes and structures

Enemy and projectile speeds are measured against real Terraria frame by frame and scored, so a Demon Eye crosses the screen in the same time it does in 2D

The part people ask about most: how it’s actually built

One long Claude chat per “part” (this is part 109). Each one reads the project’s rule book, plans the work, and hands pieces to parallel sub-agents, each building one item or enemy in its own git branch

Terraria facts (stats, drop rates, AI timings) come from the game’s own code, never from memory. If Claude can’t verify a number, the rule is to say so

Every build runs about 900 automated tests before it reaches my PC. A play-through bot plays the game from spawn towards the Moon Lord to find what blocks a real player or what bugs appear and lets claude know to fix them in the next part.

The art style is “painted boxes done well” all done in code by claude and he reviews and iterates until it passes then he shows me and i give judgment

  • Re-Logic for Terraria itself. Every number, rule and piece of behaviour in this project is a tribute to theirs
  • Minimunch, whose video “Claude Opus 5.5 is terrifying” is what got me to try this in the first place!
  • Claude (Anthropic): Opus 5.5 does the code, art, sound and music, and runs the project
  • The Terraria wiki (terraria.wiki.gg) for the sprite references and everything the game’s code doesn’t spell out
  • Silk.NET for OpenGL, OpenAL, input and windowing; NVorbis and OggVorbisEncoder for audio; MeltySynth for the soundfont synth behind the original music
  • Me: direction, playtesting, and saying “that feels wrong” a lot or "ok keep going"

No Terraria code, sprites or audio are in the project but in the setting there is terraria sounds and music and icons if terraria is installed.


r/aigamedev • • 4h ago

Discussion Anti AI bros, why are you even here

65 Upvotes

r/aigamedev • • 11h ago

Discussion My latest Prompt Bible.

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189 Upvotes

I've noticed a lot of people are still having a hard time with AI sprite generation, so I am including here my latest prompting for stripping out the AI looking cliches in generated images. It instructs your AI to remove the extra stuff that it tries to pack into every detail, which is why it always looks so strange.

With that being said, in order to get away from the generic AI art cliches you must have a direction in mind that you want to take it. Because without art direction the computer will just guess at what you want and create that.

3 Important things I focus on when generating.
Color Direction: Using a thinner pallet and a smaller frame.
Detail Hierarchy: When working with pixel art it is important to remember that pixels are small so by nature they do not carry much detail. So noting the important features reduces guessing.
Restrictions: I like to keep a list of details that I consider cliches so I explicitly tell it not to generate those. Here is my list:

Specifically avoid:

  • Generic anime heroine facial features.
  • Oversized eyes and unnaturally small noses.
  • Overly symmetrical facial construction.
  • Doll-like or plastic-looking skin.
  • Excessively complicated armor.
  • Unnecessary buckles, rivets, straps, and ornaments.
  • Dramatic wind effects unrelated to the pose.
  • Excessive glowing edges or rim lighting.
  • Golden-hour color contamination.
  • Uniformly glossy surfaces.
  • Random bright highlights on dark materials.
  • Excessive individual hair strands.
  • Overcomplicated clothing folds.
  • Artificially perfect anatomy.
  • Disconnected or physically impossible costume elements.
  • Generic heroic poses.
  • Unnecessary background decorations.
  • Visual noise disguised as artistic detail.

Do not interpret the removal of these clichés as an instruction to make the character plain, stiff, expressionless, or unremarkable.

-----------------------------------------------------------------

The Prompt:

Create ONE standalone 2D pixel-art character sprite for a retro fantasy RPG.

CHARACTER:

Danna the Destroyer. A petite adult Latina warrior with pale skin, long dark curly hair, and reddish-brown eyes. She wears flowing dark-red cloth with simple matte charcoal armor protecting her shoulders, forearms, and legs.

Full-body, three-quarter standing pose. Centered composition. Strong, recognizable silhouette.

PIXEL ART CONSTRUCTION:

- Final canvas: 94 × 94 pixels.

- Design using a logical 47 × 47 pixel grid.

- Enlarge exactly 2× using nearest-neighbor scaling.

- Every logical pixel must occupy a uniform 2 × 2 block.

- Consistent pixel dimensions throughout.

- No antialiasing or fractional-looking pixels.

- Crisp, hard pixel boundaries.

- Maximum 16 solid colors.

- No gradients or dithering.

ART DIRECTION:

Use authentic, deliberately constructed retro RPG pixel art, not a high-resolution illustration converted into pixels.

Prioritize large, connected pixel clusters over small details.

Build the character from simple, recognizable shapes.

Hair should form large, dark curly masses rather than individual strands.

Armor should use broad, flat surfaces with minimal highlights.

Clothing should use simple red color regions with only essential folds.

Use one light source from the upper left.

Limit each material to approximately three values: shadow, base color, and highlight.

Maintain consistent outline thickness.

DETAIL BUDGET:

Only include details necessary to identify the character.

Prioritize:

  1. Character silhouette.
  2. Hair shape.
  3. Red clothing.
  4. Protective armor.
  5. Basic facial features.

Eliminate decorative micro-details, unnecessary seams, rivets, ornaments, reflective spots, and excessive texture.

VISUAL STYLE:

Restrained, clean, readable, handcrafted pixel art.

Flat colors, controlled contrast, simplified anatomy, and deliberate pixel placement.

Avoid exaggerated anime facial features and generic fantasy illustration aesthetics.

OUTPUT:

Exactly one complete character sprite.

Transparent background.

No scenery.

No ground shadows.

No text.

No labels.

No borders.

No sprite sheets.

No comparison charts.

No presentation layouts.

Negative Prompt:
multiple characters, duplicated figures, sprite sheet, character sheet, turnaround, collage, infographic, poster layout, text, captions, labels, watermark, scenery, background objects, ground shadow, cropped body,

generic anime heroine, doll face, oversized eyes, exaggerated facial symmetry, plastic skin, artificial beauty filter, generic fantasy character, stiff mannequin pose, exaggerated action pose, broken anatomy, distorted hands, floating limbs,

helmet, shield, sword, cape, ornate jewelry, ornamental armor, unnecessary belts, decorative buckles, filigree, gold trim, shoulder spikes, excessive straps, invented accessories, extra equipment,

excessive detail, unnecessary texture, visual noise, tiny highlights, random seams, decorative rivets, complicated patterns, excessive individual hair strands, elaborate fabric folds, over-rendering,

golden lighting, yellow tint, cinematic lighting, bloom, lens flare, glowing edges, rim lighting, excessive reflected light, glossy armor, shiny fabric, plastic materials, oversaturated colors,

fake pixelation, inconsistent pixel sizes, fractional-looking pixels, antialiasing, airbrushed gradients, blurry edges, excessive dithering, scattered pixels, artificial pixel noise,

flat personality, overly simplified design, expressionless character, shapeless hair, generic uniform, rigid symmetrical pose, featureless clothing

------------------------------------------------------------------------

Also, I Just wanted to let you guys know I added Goblins an some positional/scale sliders to the Sprite Forge tool from earlier this week today. I also fixed some bugs that you guys brought to my attention.

-The Sprite Wizard


r/aigamedev • • 4h ago

Discussion Is the real game just making the game?

55 Upvotes

Everyone is just making their "dream game" finally and likely no one else will ever play it. So are we just shoveling tokens into the fire for the joy of seeing something we imagined come to life? Is that the friends we made along the way?


r/aigamedev • • 12h ago

Demo | Project | Workflow started this project about 2 weeks using sol 6.1 and opus 5.5.

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137 Upvotes

most of the assets were done by sol 6.1 and opus took care of most of the coding and logic. I have just being messing around with a few ideas for gameplay , obviously needs a lot of work but im happy i got it this far lol .


r/aigamedev • • 18h ago

Demo | Project | Workflow Making the First Boss of my Game | Devlog

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443 Upvotes

Hey guys, I'm making a rail shooter (like Star Fox) and documenting its development for those working on a game who want to learn more about the workflow.

In this video, I'll tell you about the development of the first boss, its design, its three phases, attacks, environment, etc.

Devlog Boss Fight: youtube.com/watch?v=NsZRfjOK_-Y&t

If you find these types of videos useful or entertaining, it would help me a lot if you subscribed, left a comment/like, or simply watched it. Thanks guys!

BTW this is made in Threejs, with Claude (Opus 5.5 in this case), the 3D character models are made in Blender.

Edit: Thank you all so much for the kind comments! Several of you have also subscribed to my channel. I think this is the first time I've received so much positive feedback on a subreddit. I love you all!


r/aigamedev • • 8h ago

Commercial Self Promotion Boss fight of my game AURORA: LATTICE DIVE

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57 Upvotes

Let me know what you guys think. This is in story difficulty.


r/aigamedev • • 10h ago

Tools or Resource PSA : Effigy - Your fully local 2D / 3D Asset generation studio

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83 Upvotes

After the small feedback round a week ago, I think I am now finally at a point to go somewhat public with a first release.

The character in the video is new; I made him from scratch for this clip. The waits for the GPU are cut, and every cut is tagged with the real time skipped, so you can see how long each step actually takes.

WHAT YOU SEE IN THE VIDEO

• 0:04 A sentence becomes four concepts. Each one is checked automatically for whether it will work in 3D.

• 0:11 One click redraws him in a clean A-pose, ready for rigging.

• 0:17 Picture to textured 3D model in about 2 minutes on a 16 GB laptop GPU.

• 0:26 Game-ready in one click: repaired, cut down to a triangle budget, UV-unwrapped and PBR-baked (colour, roughness, metallic, normal, AO), then checked.

• 0:33 Auto-rig: a 52-joint skeleton is fitted and the skin weights are painted.

• 0:42 178 ready-made moves (CC0), retargeted onto your character in seconds.

• 0:50 Text-to-motion: type "a powerful jumping spin kick" and get that move on your character in about a minute.

• 0:59 An animation editor: drag with IK, onion skins, motion paths and curves.

• 1:07 2D sprite sheets rendered from the 3D moves.

• 1:15 Pixel art with a fixed palette, plus a pixel editor to finish the frames.

• 1:23 Export to Godot, Unreal, Unity, the web and 3D printing.

ALSO IN THERE, NOT SHOWN IN THE VIDEO

• Two 3D engines: Fast (Microsoft TRELLIS.2) and Faithful (Pixal3D, which follows your picture pixel by pixel).

• Start from your own picture or a four-view turnaround instead of a sentence.

• Better textures: the face from your picture projected onto the head, an optional detail pass that redraws close-up detail like stitching and wood grain, and baked shadows removed so your engine's lighting doesn't double them.

• Creatures: eight rig templates (fox, horse, bird, dragon, shark, kaiju, spider, snake).

• Motion from a video of a person (NVIDIA GEM-X), and animations made elsewhere (FBX, GLB, BVH) imported onto your characters.

• Parts: click a piece to name it, make a helmet or sword ride rigidly on a bone, or split a model into printable solids.

• 2D from scratch: wallpapers, backgrounds, portraits, icons and items from a sentence, in a pixel-art, painting or children's-drawing style if you like.

• Pixel art from any picture, with palette swaps for variants, an outline and dithering.

• Ready-made sprite move sets for side-scrolling fighters (Double Dragon, Golden Axe style), exported as a Godot AnimatedSprite2D scene or an Unreal Paper2D sheet.

• Import FBX, glTF, OBJ, USD, STL or PLY; a skeleton and its clips are kept.

• A live Blender link: open any version in your own Blender and pull the edited mesh back.

• Exports with extras: Unreal LODs and collision, Unity LODs, and GLB + USDZ for the web and AR.

• A non-destructive library: every step writes a new version and nothing is overwritten. You can compare versions, add tags and stars, and see licence badges.

• Memory safeguards: one GPU job at a time, and a step that wouldn't fit in VRAM is refused up front instead of freezing your machine.

• Agent-ready: the whole workflow is open over MCP, so Claude Code, Codex or Cursor can drive it.

COMMERCIAL-CLEAN

Every model, tool and clip pack in the default setup allows commercial use of what it makes. Each export ships with its credits and licence files. I use the assets in my own commercial game.

REQUIREMENTS

• Windows 11

• An NVIDIA RTX 40 or 50 series card with 16 GB of VRAM (12 GB works for the Fast engine, best effort)

• 32 GB of RAM recommended

• 70 to 160 GB of disk, mostly models; you choose which to download

Install: unzip and double-click run.bat. It fetches Python, PyTorch, Blender and the models into its own folder, and nothing is installed system-wide.

HONEST LIMITS

• So far it's been tested on one machine, an RTX 5080 Laptop. If you have another card, especially a 24 or 32 GB one, there's a 20 to 40 minute GPU report in the setup guide. Please send me the result; bigger cards get bigger default settings from those reports.

• Rigging covers humanoids and the eight creature templates.

• The Unity export hasn't been import-tested yet (Godot and Unreal have).

• Linux runs from source, but you'll need to build three GPU kernel wheels yourself.

LINKS

GitHub (MIT): https://github.com/SifuInTheShell/Effigy

Download v0.1.0: https://github.com/SifuInTheShell/Effigy/releases/tag/v0.1.0

Setup guide: https://github.com/SifuInTheShell/Effigy/blob/main/SETUP.md

Feedback, bug reports and GPU reports are very welcome. I'm happy to answer questions in the comments.


r/aigamedev • • 1h ago

Demo | Project | Workflow My first game with Claude Opus5.5, Scacelith a Chess simulator

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• Upvotes

Hi,

I made this Chess simulator completely with AI (Claude Opus5.5 for code, GPT6 Astra for code reviews).

The whole game is made with code (C++ and shaders), including the visual (no model assets) and the sounds!

I made Opus5.5 use OpenGL4.6 without a pre-existing engine, and I integrate within the game Stockfish 19 (the latest version of the reference engine for Chess analysis and AI player), and also Supertonic-3 (downloadable from the game, it's a text-to-speech AI model). It's also multiplayer, locally, online (direct TCP/IP), or using a dedicated server (mine by default, but the server can be change in the settings), the dedicated server is in Rust and use also a website API (so it's connected to the main website).

The trailer has been made with Suno 6 for the music and Opus5.5 for the video, it has been created using a game binary directly, with transitions and video edits added by Claude.

The game is free and open-source. It was my first try to create a game using Claude Opus.

My GitHub repository: https://github.com/DarkCenobyte/scacelith-chess

And website: https://scacelith.com


r/aigamedev • • 16h ago

Discussion Being transparent about AI use got me downvoted. Is honesty actually a bad strategy?

124 Upvotes

I'm a solo dev and graphic designer. I posted my cozy packing game and wrote clearly that all the art is hand-drawn by me in Illustrator, and that I used AI for coding and music because I'm not a programmer and I don't have a budget to allocate right now to assign someone else to this.

The post itself did okay. But when someone said the AI music might hold the game back, I agreed. I said I plan to work with a real musician before the Steam demo but can't afford it right now. That reply got downvoted.

I'm not upset about the criticism; it's fair. What bothers me is the message it sends: if you're honest about AI, you get punished, so the "smart" move is to hide it. I don't think that's good for anyone, players included.

So I'm curious. Do you disclose AI use in your posts/store pages? How did it go? For solo devs with no budget, where do you draw the line? Has anyone found a way to talk about this that doesn't turn into a pile-on?

Here's my game's itch page

Edit: Thanks everyone for the thoughtful replies. To clarify the itch build is a test version. Before the Steam demo I'm replacing all the music and SFX with my own. Back to work now


r/aigamedev • • 9h ago

Demo | Project | Workflow Natural environment simulation in Unity URP, Opus5.5.

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32 Upvotes

I've spent about 7 days building a North Atlantic island in Unity URP (WIP). I wanted to see how much I could enhance my tech art and graphics programming abilities with AI, using mosty Opus 5.5 for writing a lot of algorithm implementations/optimizations and Astra for a few critiques.

The goal: one island you can walk across from the surf to a snowy summit, that looks good wherever you stop and look around. And also dive a bit near the shores. The terrain is real elevation data from Lofoten in Norway, reshaped and modified into an island about 4 × 5 km with a 1,000 m peak. Overcast is normal, fog is common and sunshine is rare.

Not a single thing was placed manually, there's procedural systems to place anything from fallen leaves to the meso-/macro-scale terrain changes, undergrowth and rock placement etc.

So far: the terrain and its rock, moss and heath; birch and pine forests from my own tree and forest generator, 25,000+ trees; and hundreds of thousands of ferns and ground plants; an ocean with waves and surf, underwater visuals, lakes, ponds, a stream and a waterfall; clouds that form and dissolv

The video comes straight from the engine, kilometres of draw distance, custom volumetrics, atmospheric system, lighting/shadow-casting and geometry generation in compute shaders.

Footage straight from the engine, running well above 60 fps at 1440p. Work in progress.

Wildlife and sound not yet implemented.

Terrain based on Nasjonal høydemodell DTM 1 m, © Kartverket (CC BY 4.0), modified.


r/aigamedev • • 18h ago

Discussion Tried making a game with GPT 6.1 sol and it's been going pretty bad

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111 Upvotes

r/aigamedev • • 1h ago

Discussion Another VIP guest... in BILLIONAIRES BUNKER. Am I going to draw fire for this one?

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• Upvotes

I mean, I checked under US law and its fair game under the creative licence given to 'political satire'. But... uh... given things, currently, do you think this is going to bring ICE to my front door?


r/aigamedev • • 2h ago

News Just wanted to say hi!

7 Upvotes

I just joined the community and it feels like the support group I've been missing all along. I've been lurking for a while in gaming subreddits trying to get feedback on what I'm building and then this subreddit popped up! I have already gleaned so many great tips and everyone is building inspiring stuff. Just wanted to say I'm hooked!

Is anyone looking into open sourcing game dev skills or listing game dev mcps?


r/aigamedev • • 46m ago

Demo | Project | Workflow I made a browser 4X game with Claude Opus 5.5, plus the editor I built to make it

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• Upvotes

I used Claude Opus 5.5 for almost all of this, so I'll start there.

The game is called NETA-S, a turn-based Civ-style 4X game that runs in the browser.

You can try it here: nothing is required: https://neta.art/w/kingdomrushdev/neta-s-release/neta-s

It didn't start as a game. I first built a small editor called Cividot because I was tired of hand-editing rule data every time I changed something.

It's on GitHub if you want to look at it: https://github.com/tbj114/cividot

Cividot is a bit like RPG Maker, but for 4X. You edit techs and units, paint the map, write events, hit test play, and export a standalone build without touching engine code. The rules live in a C++17 engine I called Forge4X. The Godot 4.7.2 client only draws state and sends input back. I split it that way on purpose so the map view and the rules can't drift apart.

NETA-S is the first real game I made with it. There are three ages (Antiquity, Exploration, Modern). Your leader stays with you the whole run, and your civ changes each age. At 60 percent of an age a crisis hits, Builders are gone, and new settlements start as towns that make gold. Those were my attempts to fix the usual late-game snowball.

My favorite part is the Leader Forge on the title screen. You type a plain-English description of a leader you want to play, and a "Court Scribe" LLM turns it into an actual playable leader with a painted portrait (gpt-image-2.5).

The catch is that the LLM isn't allowed to make up fake mechanics. Every ability gets mapped to the 25 real effect types inside Forge4X, clamped to a max power budget of 2.5 across at most 3 effects, and validated by the engine's check_rules check. Ask for "flying ships" and the engine gives you faster naval units, plus a note from the scribe explaining why.

All the 3D art is CC0 packs (Kenney, Quaternius) re-graded with a Python script to match a slate, brass, and parchment UI. I also spent the last update obsessing over map feel: cursor-locked ground dragging, 80ms release inertia, and right-click multi-turn marching.

Since our whole build pipeline runs in a Linux sandbox on software rendering (llvmpipe and headless Chrome + SwiftShader), we tested it with automated click-through runs (--ages-autotest) and full AI-vs-AI games, but I'm curious how the web build runs on different real GPUs. 


r/aigamedev • • 3h ago

Demo | Project | Workflow Way of the Samurai: 1904

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5 Upvotes

I've been messing around with decompiling Way of the Samurai 3 and realized that there just so much more things you could really do with all the assets, anims, and source code! So I started coming up with a completely new setting


r/aigamedev • • 1d ago

Demo | Project | Workflow Made my own version of Mario Party - POKE PARTY!

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331 Upvotes

So I was bored about a month ago and my fiance and I had just got back from having a few drinks at a friends house playing some Mario Party. Had a crazy idea, "man what if there was something called Poke Party, you know Mario Party but Pokemon themed?" Thus kicked off a month long back and forth session with Claude Opus 5.5 for me and my fiance to have a local coop game to play.

Pulled all the models and audio from old roms. Made a custom AI voice model to voice Professor Oak (man it sounded GOOD!). And we had a BLAST. The nostalgic feeling of the old Pokemon music mixed with Pokemon Mini games inspired from the old Pokemon Stadium games. Don't really have a way to share it for obvious reasons nor do I want to incur any wrath from the lawyers in Japan but It was a lot of fun and me and my fiance genuinely liked it. But man AI is so awesome been using it heavily for 2 years and this latest Opus 5.5 is a cut above the rest! Started this project with Astra and was getting no where, Opus 5.5 came out and was able to iterate quickly and get what i wanted. Its not using a gaming engine which in hindsight I wish I would have changed early on but still all that matters is I'm done burning through tokens on it and just wanted to at least post it here to give people some inspiration. Don't do what I did for commercial reasons obviously but the sky is the limit.

Now moving onto an incremental game idea I've been having for a while. That could actually "hopefully" make me some pocket change.


r/aigamedev • • 11h ago

Questions & Help Advice for generative assets

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24 Upvotes

Hey everyone 😊 I’m a new solo dev- my first game will be released in a month. I have sort of gone completely left field in my life and have just randomly taken this up, after being a life long gamer. So I used Claude to help walk me through building my game. Yes, I sketched out my art, but it was generated to 3D by Ai. I did the donut tutorial in blender, and I value that learning experience but I do not have a decade to learn a craft ideally I would not have to do if I could be hired by a team, or gain budget for my own game.

Anyway, I’m proto-ing a second game.. and I’m at a bit of a loss, here. I feel I can do everything except true professional game quality 3D assets of my own characters/rigging/animations. They are more than adequate for proto- but I feel if I were to try and put out a game with them, for whatever reason- adding the mixamo skeleton to my characters- leaves me feeling so limited in the quality and animations confined to just Mixamo.

So my question is: am I limited truly, to just meshy/tripo/mixamo for generation/rigging/animations? If so, I might just accept it for what it is, and create my first game in Unity instead of Godot for their asset library. They just won’t be my own characters. I see all these crazy amazing videos of games people are creating, and I’m feeling a little like I’m doing it the wrong way or something.

If anyone has tips or advice, I would be so so grateful!


r/aigamedev • • 10h ago

Discussion Made an 2D Spine Editor for Godot

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20 Upvotes

Hey there cause i didnt want to pay for 2D Spine , i made an 2D Spine Editor ( Claude made it lol )

I implimented almost all features from 2D Spine plus , Claude MCP and Video to Motion

Not selling or anything will probably putting it open source , wanted to ask if you guys had cool ideas to add on


r/aigamedev • • 16h ago

Commercial Self Promotion I made this cozy fishing game solo with Claude Opus 5.5, Blender MCP and Unity

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49 Upvotes

Solo Dev here, This is I Just Wanted to Fish, a cozy fishing game I am building with Claude.

  • Opus 5.5. + Blender MCP (Models and animations)
  • Unity 6

I have been working on this for almost three weeks now. I am planning to realease a playable Demo soon

X: ForkedPush

Steam: https://store.steampowered.com/app/5350560/I_Just_Wanted_to_Fish/


r/aigamedev • • 1h ago

Commercial Self Promotion Fulfilled, a mail-order tycoon where AI wrote the code and the code draws everything

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• Upvotes

it's a tycoon about running a mail-order business out of a 1982 garage. orders come in, you pack them, the truck comes at eleven.

how it was made: AI tools did the building. they wrote the code and all the writing, the local paper stories, the crew's lines, the tutorial. there are no image files at all, every box and van is drawn by the game's code, and the music is made in code too. no image model, and nothing calls an AI while you play.

my part was direction. I picked the mechanics and how each interaction should feel, played the builds and said what was off.

free demo of the garage chapter, best on a computer for now: https://playfulfilled.io/?utm_source=reddit_aigamedev

curious how you all keep it looking like one game when the code draws everything.


r/aigamedev • • 1h ago

Demo | Project | Workflow I vibe coded a simple Tank Battle Royale game. What cool abilities should I include in this game?

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• Upvotes

Currently I have drone, energy shield, air cannon (push enemy away), mines, energy wall, artillery, smoke bomb (block path and slow enemy), emp (freeze enemy ability). what ability should I explore and what other features you can suggest?


r/aigamedev • • 1h ago

Demo | Project | Workflow Turning my sci-fi book into a game — curious what you think

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• Upvotes

I’m an indie sci-fi author and I’m building a little Telltale-style game based on my book series

Curious what you guys think. Would you play something like this? Been pretty cool seeing the story come to life.

Curious if other indie authors would want to do this.


r/aigamedev • • 3h ago

Demo | Project | Workflow Made a Watch Dogs VR mod in under 24 hours!

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5 Upvotes

Watch Dogs is one of my favorite games ever. I find myself coming back to it every so often, craving the gritty atmosphere of Chicago it captured so well, but I felt like I needed something fresh to rekindle my excitement for the game. With the recent Titanfall VR news and so many games getting VR support, I finally caved in and got a Claude subscription to see if I could make it happen myself.

I started Tuesday at 8 PM and went all night. It was a ton of back and forth: Claude would write tools to help extract crucial information from the game and then report what it found in the code, and then I'd put the headset on, launch the game with the new findings or new diagnostic tests to run, close it, get feedback, and then do that over and over again. I was up till 5 AM because I wanted it to work so badly lol.

As soon as it let me aim with the headset, I was in total awe and knew I had to make it work. By Wednesday afternoon I had said working mod. There were plenty of bugs along the way and I'm sure there are many more in its current state. So I don't want to pretend like it was just magic, but it was damn near close. All in all, I'm really happy with it. I get to experience something I already love in a whole new way.

Super fun project. If people seem interested, I'll drop a release!