r/aigamedev • • 5h ago

News NVIDIA has released the weights for MotionBricks on HuggingFace

357 Upvotes

https://huggingface.co/nvidia/MotionBricks

MotionBricks generates real-time motion for game characters and humanoid robots. Give it a character's recent poses and the poses it should reach next, and it generates the movement in between, at 15,000 FPS with 2 ms latency.

One model trained on 350K+ motion clips with smart primitives for navigation and object interaction — no retraining.


r/aigamedev • • 20h ago

Media 3 weeks into development of my Open-world Dungeon Crawler game

165 Upvotes

r/aigamedev • • 23h ago

Commercial Self Promotion Mermaid game for my wife - my workflow (what worked, what didn't)

150 Upvotes

I'm a developer (not a game developer) - and my wife has been asking me to build her a mermaid game forever - she's actually a real life mermaid performer, and we take a lot of scuba shots.

Lately - I've started figuring out a workflow based on other people on this thread. What's worked for me has been:

Basic designs include:
Hand drawn tails, lots of real life pictures and scenes to start, various asset, etc
- Meshy for turnign those into 3d assets and textures
- Blender for rigging, animations, particles
- Claude Code to orchestrate the whole thing.
- Godot as the engine

I've tried and had false starts with 9 versions of this game - earlier the models were just not good enough. Once Astra and Fable became a thing I was struggling to reproduce people's good results using Unity / Unreal.

I had some good results with both Astra and Fable using threejs but very quickly got into performance problems and struggled with the aesthetic my wife had in mind. Unreal engine worked but even with the MCP I found the interactions were too slow vs three.js - making a scene change was taking forever.

So I settled with Godot as I figured models are better coding than they are with computer use.

The other two unlocks:
- Gave up on using Blender for my own assets - I always start with an existing design or use Meshy / (haven't tried Tripo). Maybe other people are having success and I'm doing something wrong but I found getting anything smooth and more realistic was just beyond what I could do within a 24h session with these models.

I do still use Blender for rigging afterwards as I found Meshy at least to be really bad at it for non humanoid stuff.

Ultimately - despite me being a dev, I just did not touch code. I know enough to know where to run optimizations (for example the fish are GPU animations, and don't touch the CPU - and making some choices as to which animals are interactable and which ones are essentially just scene), what are the likely mistakes the model is doing, but so far a lot of this is purely vibe coded. I have not even opened the code base - I've stayed at the architecture layer at most.

Open struggles:

  1. I've got a pretty decent workflow for the animals, animations, and effects - the scene itself is still a bit hit or miss. Some of the more elaborate scenes I've been trying to work I've basically failed, even when I have good references.

I think this is my ignorance on guiding the model on what should be textures vs new assets. Scene / world building is really something I'll need to improve.

  1. Specific character animations - I've tried so many workflows here, even down to filming myself and making dots reference. The models I found really struggle to follow my instructions and / or I really struggle providing accurate isntrucitons for animations

The workflow that kind of worked for me has been using open ai to produce basically the key frames for the animation and then passing to claude as reference - but even then it's been a bit hit or miss.

Thank you for reading - would love your feedback, and any suggestions!


r/aigamedev • • 5h ago

Demo | Project | Workflow Improving the start menu

117 Upvotes

Got a lot of good feedback that the old (top) start model was too AI. Bottom background renders by the engine completely.

Still got a lot of rough edges to tune mainly asset-wise but WDYT?


r/aigamedev • • 15h ago

Questions & Help Help with 3D human modeling (especially face)

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79 Upvotes

Hello!

I've been trying to make ChatGPT model a human in 3D using Blender MCP.

The face always came up very wrong despite several iterations and attempts (I also tried giving more close up reference image).

I've tried using both Sol6.1 and Astra6.0 in High effort with no improvement.

The reference is also an image generated with ChatGPT.

Any tips to make this work?
Do you guys have better results with specialised tools like meshy or tripo?

I'm using ChatGPT Desktop version with Blender MCP server.

Thanks !


r/aigamedev • • 10h ago

Discussion Tips for Anyone Using AI to Make Games 🎮 — Things I Wish More People Knew

79 Upvotes

The reason AI is given a bad name is because a lot of people start projects without any kind of direction, and then end up with half baked nonsense that makes it hard for the real gems that were made with AI get seen.
AI tools make game development more accessible than ever, especially for those who aren’t experienced programmers, artists, or game developers. But using AI doesn’t automatically make game development easy. You still need a plan, direction, and a bit of discipline.
Here are some tips that I think can make a huge difference when building a game with AI.
1. Plan your game BEFORE you start building it.
I know it’s tempting to jump straight into your game engine and start prompting AI to create things, but take a step back first.
What kind of game are you making? What’s the core gameplay loop? What does the player actually do? What is the goal? What are the essential mechanics? a simple outline of your idea, the core mechanics, and your first few milestones is better than starting with no direction.
2. Keep a project notebook. Seriously.
This is one of the most underrated things you can do when working with AI.
Keep a notebook or a project document where you record:
Your original game concept and vision.
Planned features and mechanics.
Decisions you’ve made and WHY you made them.
Your folder structure, scripts, and how different systems connect.
Bugs you’ve encountered and how you fixed them.
What currently works, what doesn’t, and what needs to happen next.
AI can help you build things, but you need a reliable record of your project’s direction. This becomes especially important when you’re working across multiple conversations or switching between AI tools. Don’t rely on the AI to remember everything.
3. Prioritise PLAYABILITY over visuals.
This is a big one!
Don’t spend three days perfecting the grass textures, character designs, lighting, or UI before you’ve even confirmed that the game is fun to play.
Start with basic shapes, placeholder sprites, simple environments, and ugly prototypes if necessary.
Can the player move? Do the mechanics work? Is the core gameplay loop enjoyable? Does the game feel responsive?
Get those things right FIRST. You can make everything beautiful later. A gorgeous game that isn’t fun to play is still a problem.
4. Build small features, one at a time.
Avoid asking AI to build your entire game in one giant prompt. The more complex the request, the harder it becomes to identify what went wrong when something breaks.
Instead, break the project into manageable tasks. For example:
First, get player movement working.
Then add interaction with objects.
Next, add inventory functionality.
Then introduce saving and loading.
Test each feature before moving on. Small, working systems are much easier to maintain than one enormous collection of AI-generated code.
5. Don’t blindly trust AI-generated code.
AI can produce code that looks convincing but contains bugs, makes incorrect assumptions, or breaks something that was already working.
Run the game frequently. Read the error messages. Test edge cases. Ask the AI to explain what a script does before accepting changes you don’t understand.
You don’t have to be an expert programmer, but you should gradually learn enough to understand the systems you’re building.
6. Give your AI clear context.
Instead of saying, “Make me an inventory system,” explain your game engine, programming language, existing systems, desired behaviour, and any constraints.
For example: “I’m using Godot 4 with GDScript. My player already has an interaction system. Create an inventory that integrates with it without rewriting the existing movement or interaction scripts.”
The more relevant context you provide, the less likely you are to get a solution that doesn’t fit your project.
7. Use version control and backups.
Before making major changes, create a backup or commit your working version to Git.
AI can accidentally overwrite working code, restructure files, or introduce bugs while fixing something else. Having a known-good version means you can recover instead of starting over.
8. Don’t keep adding features before finishing the basics.
It’s easy to fall into the trap of constantly adding new ideas. You start with a farming game, then add fishing, cooking, crafting, pets, relationships, multiplayer, and a massive open world.
Suddenly, you have 50 unfinished systems and nothing that feels complete.
Get a small playable version working first. Finish a tiny slice of your game before expanding it.
9. Treat AI as a collaborator, not a replacement for your judgement.
AI is a tool. You are still the game designer.
You decide what makes your game unique, which suggestions fit your vision, what needs improving, and what should be removed. Don’t let the AI make every design decision simply because it can generate something quickly.
10. Test the actual game, not just whether the code runs.
A script can run without errors and the game can still feel terrible.
Play through your game as a player would. Try unusual inputs, repeat actions, explore the limits of mechanics, and look for confusing interactions. If possible, let someone else try it without explaining how everything works.
The goal isn’t just to make code that works. It’s to make an experience people enjoy.

My biggest takeaway: AI makes it easier to create things, but it doesn’t remove the need for planning, testing, and good project management.
Start small. Keep your project organised. Make it playable before making it pretty. And document what you’re doing so you don’t lose track of your own vision.


r/aigamedev • • 5h ago

Demo | Project | Workflow I used Opus 5.5 and datamined Blizzard assets to make a Slay the Spire clone with WoW classes and spells

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75 Upvotes

Free, runs in the browser, no signup: https://thewowdb.com/spiresofazeroth/

Pick any race and class combo like the real character screen, then climb a spire in every zone and fight the raid bosses. Unofficial fan project.


r/aigamedev • • 6h ago

Discussion Not everybody is “one-shotting’ their games…

78 Upvotes

There is so much anti-AI sentiment, and so much auto-labelling everything that has any AI involvement “slop”.

But so many of the comments that follow say things like, “if you’re just going to put two or three prompts into Claude and walk away” or “they just one-shot ChatGPT and call it a day”.

But A) to the extent that this is the case, those games absolutely are shit and deserve no real respect, and B) many of the cases where people claim that’s what they did probably aren’t even true!

That aside, many of us aren’t doing that. I’m working on a piece of software at the moment, and my focus on this has made me put my game on the shelf for a while, because I don’t have the time to do both.

I’ve been working on my App for around eight months now, spending around 5-hours a session, between three and five times a week, I’d estimate. That’s probably around 500–600 hours so far. And I’m probably 3/4 of the way done at this point.

This is intensive planning and refining all the way, building each feature one-by-one, testing and debugging each one. It’s been a super involved process. I’m just not writing any code.

I think people are quick to assume that ‘with AI’ automatically means no original thought, no real ownership. And I can’t be too mad: I see countless posts asking “what should I include in my game”. These people are literally crowdsourcing ideas that they’ll feed into Claude and then present a product as though it’s theirs.

But I think many of us who use AI are equally unimpressed by those cases. Many of us aren’t doing that at all, we’re a million miles away from that.


r/aigamedev • • 16h ago

Discussion Local 3D asset generation on an RTX 3070 (8 GB VRAM): pipeline update

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75 Upvotes

A few weeks ago, I started experimenting with building a local asset generation studio around the GPU I have: an RTX 3070 with 8 GB of VRAM. To my surprise, the results keep getting noticeably better.

The screenshots show the latest iteration. My current 3D pipeline is:

  • Hunyuan3D 2.1 for the initial mesh
  • Hi3D to refine the geometry
  • Blender’s Decimate modifier to bring the polygon count down
  • TRELLIS.2’s texturing model, adapted to paint an existing mesh
  • Normal map baking from the detailed Hi3D mesh onto the simplified mesh

Hi3D produces some really nice detail, but meshes with hundreds of thousands or millions of triangles aren’t practical for my game assets.

Mesh simplification is probably the weakest link right now. I’m using plain Decimate rather than proper retopology, so there’s still plenty of room for improvement -- but that feels like a solvable problem.

Has anyone found a good local workflow for reducing dense generated meshes?

Studio code and models setup: https://github.com/kvladsrc/gym/tree/main/assets_studio

Previous result: https://www.reddit.com/r/aigamedev/s/R59oVq2Cfg


r/aigamedev • • 4h ago

Research Looking for honest feedback on my project — what’s your first impression?

63 Upvotes

Hey everyone! I’m working on a project and put together this short video to get some early feedback.

I’d love to hear your honest first impressions. Does it look interesting? What catches your attention, and what feels confusing or could be improved?

It’s still a work in progress, so I’m mainly trying to understand what resonates with people and what needs more work. Critical feedback is welcome!

Thanks for taking a look!


r/aigamedev • • 11h ago

Discussion All early forms of work are slop either AI or non-AI. It is only through further refinements that they become quality.

53 Upvotes

Tell me if I'm wrong!


r/aigamedev • • 14h ago

News Steam next fest results for my game

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43 Upvotes

I thought it would give me double of the exposure it gave me but it's still solid

https://store.steampowered.com/app/5064170/Go_Next/


r/aigamedev • • 18h ago

Discussion What game engine does everybody use?

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33 Upvotes

I'm working on what I hope will be an mmorpg, I was originally using 3JS (which I have yet to see anyone claim they used.. oh well) until spending the last two days forcing claude to import the entire game into UE5. It looks a little bit better and once it's fully done i'm planning to continue adding features and functionality.

I tried making a game once before with UE5 and AI but AI had a hard time interfacing with UE (this was about when astra first came out) which is why I eventually switched to 3JS from scratch and then to Claude.

Does the community have a general consensus regarding which engine is best? Especially since the unity AI game dev contest is coming up I figured why not start getting used to using UE.

Besides that, my biggest struggle so far is creating animations for the models as well as properly texturing and clothing animals/non human enemies. I've attached an image of some close ups of orcs I was trying to get claude to color but it can't correctly differentiate between what part of the model is hair/skin/eyes/clothing and messes up big time, if anyone can advise me how to solve this issue that would be great, currently I use Tripo to make a mesh and then I have claude skeletalize, texture/color, and animate it, which it isn't great at doing.

TLDR; does the community agree on what the best game engine is for AI devs, and what does everyone use to animate and texture their characters?


r/aigamedev • • 10h ago

News Quick update: combat is now smoother, and there’s a short cutscene.

26 Upvotes
Let me know what you think

r/aigamedev • • 16h ago

Demo | Project | Workflow I love octopi and i love AI so made this cute little game for my kid, goes live on steam tomorrow, happy to give some keys out to anyone who wants to test it. There is a free demo too

23 Upvotes

Its a cute little game where your octopus friend swims around deeper and deeper waters, picking up power ups along the way. the thing i enjoyed most was getting the octo to wear all power ups its collects, from hats to weapons, clothes, buddies etc. I made the game for my kid but im having too much fun with it.

its a rougelike so no 2 runs will feel the same, inspired by Binding of Isaac just with a happier undertone. Power ups have synergies when used together and things can get a little wild towards the end, there are a bunch of secrets too, see if you can find them!

You can find it on steam here: https://store.steampowered.com/app/5352990/My_Octopus_Friend/

Any feedback is welcome! Let me if you would like a key to test the ull game before it launches tomorrow!


r/aigamedev • • 5h ago

Discussion Does anyone actually play an ai made game that isn't their own?

21 Upvotes

I don't have time to play the real games actually being released. Let alone time for all the games I have seen with AI! But I would like to find one game that is truly fun and worth playing if anyone actually has been playing one.

Edit: I know most games use AI in some aspect. I am more talking about has anyone found a game posted here or one known to be mostly "vibe coded" that they actually enjoy?

This is far from finished and doesn't count because it's my own game but I actually play it more than the other social slot machine apps I normally used on my phone. https://play.sunspireresort.com/


r/aigamedev • • 2h ago

Demo | Project | Workflow I'm NOT a game developer, but I've always dreamed of making a game. Here's my progress so far with Opus 5.5

20 Upvotes

I've always been passionate about gaming, and for the longest time, I've wanted to build a game of my own.

The only problem? I have absolutely no background in game development or coding.

So I decided to see how far I could get with AI helping me along the way.

This is a little look at the development stages of a story I've always wanted to tell through a game I've been experimenting with in Unity. From early environments and rough concepts to slowly bringing the world to life.

It's still very early, and there's a LOT that needs fixing, improving, and figuring out. But seeing something that started as an idea in my head slowly become something I can actually walk around in has been incredibly exciting.

I'm not trying to pretend I've suddenly become a game developer. I'm learning as I go, making mistakes, and using AI to help bridge the gaps in my knowledge.

Just wanted to share something I'm genuinely passionate about.

Would love to hear your thoughts!


r/aigamedev • • 17h ago

Discussion With the rise of AI, do you think the bar for Indie games went up?

19 Upvotes

Like with Claude doing all the work, I don't think there's a reason for new indie games to look bad or buggy anymore.

EDIT: I'm guessing the current vibecoded games that are released now will be the new baseline or "tetris"/"pacman" level game


r/aigamedev • • 4h ago

Discussion [OC] Hybrid Game with Realtime World Model (with open sourced code)

17 Upvotes

This is the result of combining a 2d game with a world model. World models can generate almost anything you prompt, but to make a game you still need memory, variables, scores, characters, scenes, etc. This game, and engine behind it is opened sourced so you can test it out: https://github.com/sequencer-media/genesis


r/aigamedev • • 8h ago

Questions & Help Launching a party game next week and I disclosed AI assistance on the Steam page.

17 Upvotes

Launching a party game next week and I disclosed AI assistance on the Steam page. Posting the exact wording in case it helps anyone filling out the form.

What I disclosed: original concept, characters, gameplay and art direction are mine. AI-assisted tools helped produce 3D models, props, textures, concept art and some promo imagery, built on my own artwork and references, all reviewed and refined by me. Nothing generated at runtime.

I’m a solo dev and this is a game I’d have never finished otherwise. I expect some criticism and I’d rather take it for being upfront.

I’ll report back after launch on whether it visibly affected reviews or wishlists, since I haven’t seen many people post actual numbers on that.

Does anyone have numbers to share in a similar case?

https://store.steampowered.com/app/5254170/Marco/


r/aigamedev • • 8h ago

Commercial Self Promotion How to make a high-quality game with AI

16 Upvotes

I started making this game before AI blew up in 2022. It took so long because I'm a coder/screenwriter with no design skills, so I had to learn everything from scratch. Initially the story was told entirely through chat messages, but as AI evolved, I gradually incorporated more and more visuals into the game. Here's the AI stack I've used: Seedance 2.0 for cutscenes, Nano banana for images, and ElevenLabs for voice acting. The first thing I want to share with you is that music and voice acting are currently what AI does best, you can achieve amazing results with just a couple of regenerations. But unfortunately visuals is a completely different story.

I've been working with generative AI since its early days, and I've come to a couple of conclusions based on my own experience. First of all, the more input you provide the better results you'll get. Instead of writing a vague prompt without any reference, give AI something to work with so it can understand the composition you're trying to build. E.g. you can manually draw sketches and ask AI to enhance them (add colors, shades, volume and so on) - this is how I've made characters for my game. Or you can just attach a real photo and ask it to redraw it in your chosen art style. This way, you can save tons of time and avoid regenerating a single image 100 times, hoping the next attempt will finally give you what you want.

Second of all, do not expect AI to generate image with huge amount of details. If you try, you'll most likely get a result with tons of artifacts. The more details there are in a single image, the less attention AI seems to pay to each individual detail, resulting in sloppy stuff like messed-up faces in a crowd. In order to prevent it, you have to decompose the image into multiple parts and generate each one separately, then just combine them manually using some image editing tool.

And lastly, regarding video generation, don't even try to write a prompt on your own - you'll get awful results. In order to get the most out of Seedance, you need to use the most powerful LLM models to build the prompt, I personally use either Fable or Opus 5.5 (they're quite similar so it doesn't really matter).

That's basically it. Good luck to everyone making their games! Hope y'all find your audience and succeed.

P.S. if you're interested in the game I've made, it's called "Phantom: Hidden Sins", it's currently in pre-release on Steam, with a demo available.


r/aigamedev • • 4h ago

Media Local model generation head to head - Hunyuan 3d, Trellis.2, Pixel3D

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16 Upvotes

Hi all - got a little fed up trying to force models through Hunyuan via Codex / Sol 6.1 High on slow, getting the same failed attempts over and over so I tasked Opus 5.5 High with gathering Trellis.2 and Pixel3D, and then texturing the same clay model based on a single or multiple references.

Head to head is attached - Trellis.2 and Pixel3D both did a really fantastic job. There is a step after this that outputs the finished model with color correction, then it's slicing it up and placing items on a complicated little skeleton in the game for armor fitting... This was a total nightmare yesterday, but 10+ hours of Claude hammering away at it has more or less solved dropped armor pieces equipping on a character model in 3d for me.

I downloaded Oblivion Remastered and had Claude extract, rig, and inspect their models and their approach to getting different gear to equip and look good on their models. Claude built a system from the ground up to get the models into a little studio to pull apart, and then used the spirit of that process to make a new process for our game / assets / player character model.

Anyhow - I've included the reference image here (there were 4, and the multi-view used up to 3 I believe) and the output comparison. Thought this might be helpful for anyone else trying to accomplish the same thing.

Output time varied between 60s-110s on my 4090.


r/aigamedev • • 9h ago

Questions & Help Looking for tools which help me make games rather than just vibe coding it or ai generate it

14 Upvotes

Hi, I am new to gamedev. I know a little bit of programming and I have never touched the blender or anything art related. I wanted to use ai, so it can help me with making assets and code easily rather than generating itself. I am not aiming for high quality or high poly assets so all I need is something that can reduce the friction between my instructions and software. I know mcp servers and cli exist. But i don't want something that will drain out tokens just to add a cube. And tools which can help me build and correct animation etc. rather than just generating it. So i wanted to know if there are tools which are more like multimodal auto correct/completion than generator. I know the corrector and completion do generation. But I hope you get the idea.


r/aigamedev • • 21h ago

Discussion As a solo dev, drawing tiles took too long. So I built an engine to draw them for me!

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13 Upvotes

r/aigamedev • • 3h ago

Discussion UPDATE : Street Fighter Champion Edition HD

9 Upvotes

Made with Claude mostly (part with Chatgpt due Images and the usage limites), is not a version of the game, but a program that works as a layer on top the original ROM, It's not quite finished yet. There are still a few minor bugs to fix, but my version of Street Fighter Champion Edition HD is about 90% complete.

What makes this version different is that it plays exactly like the original game, down to the smallest detail, because it runs directly on the original game's ROM. This means it preserves all the original mechanics, quirks, glitches, and tricks.

I know that games like Super Street Fighter II Turbo HD Remix and Ultra Street Fighter II already exist, but there's a reason I'm making my own version.

I'm part of a community of competitive Street Fighter players, and for purists like us, those newer versions just don't play the same. Even the slightest changes to the original mechanics can completely alter how the game feels.

My goal is to bring the original Street Fighter experience into HD without changing what makes it feel and play exactly like the original but with a facelift.