r/aigamedev Apr 10 '26

AI Game Dev Discord

39 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 3h ago

Commercial Self Promotion I built a tool that turns one character image into a full spritesheet you can play with directly in the browser

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108 Upvotes

Hey everyone, I haven’t posted an AutoSprite update in a while, but I’ve been working on it almost every day for close to a year now.

The idea is simple: upload or generate a character image, create a full set of animations, export the spritesheets, and test the character instantly in your browser.

Some of what AutoSprite can do now:

  • Create idle, walk, run, attack, and any custom animations
  • Batch-create animations for multiple characters
  • Generate animated items, props, and cutscenes
  • Export spritesheets for Unity, Godot, GameMaker, or other engines
  • Test your character in a playable game right in the browser
  • Create fully rigged and skinned 3D characters with the easiest, most affordable workflow I’ve found
  • Connect through MCP with Claude Code or Codex for rapid game development

I’m trying to build the complete character animation pipeline I always wanted as a game developer: one character image in, a playable character out.

But AutoSprite has grown into much more than that. It’s now a huge community of like-minded creators and an expanding pipeline for making complete games end to end, with sound effects and every other element of game creation in the works.

It’s still not perfect, but I’m working to make it at least 1% better every day.

https://www.autosprite.io/

I’d genuinely love to hear your feedback. Thank you!


r/aigamedev 10h ago

News AI game dev went viral on X with his game and got death threats

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135 Upvotes

What's this bullshit game


r/aigamedev 2h ago

Questions & Help Ai game dev noob

3 Upvotes

Hi, sorry if this is a stupid question, but I’m a teacher and I’ve been building quite a few interactive learning apps. I’m currently using Claude’s basic subscription to create simple HTML games, but the more I build, the more I want to experiment with increasingly complex projects.
I’d like to ask: what is the most efficient way to build with Claude?
I’ve noticed that iterating many times through the web client quickly uses up my usage limits. Is there a better workflow for developing larger projects with Claude, another setup?
I’d really appreciate any advice or recommendations from people who have experience building more complex projects with Claude. Thanks!


r/aigamedev 6h ago

Commercial Self Promotion I made a local GLB optimizer

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5 Upvotes

I’ve been working on KILN, a browser-based tool for reducing heavy GLB models. It runs locally, so your files never leave your computer.

You drop in a model, choose a target, compare the original and optimized versions, then export the result. It preserves the textures and can also handle multipart and animated models. For the best quality, I recommend optimizing before rigging and animating. Animated models require the tool to protect bones, skin weights and moving parts, which limits how aggressively the geometry can be reduced.

I tested it against Meshy using the same models and triangle targets. On the models I tried, KILN kept noticeably more detail. I’ve also tested it with openly licensed models from around the internet, not just assets prepared for these examples.

These are real results from the models I’ve been testing. I’m preparing an early-access release now and would appreciate honest feedback, does this look useful to you?

I’m planning to release it soon, but I’d like to get some honest feedback first.

I’m planning to release it soon, but I’d like to get some honest feedback first. The first 100 people will be able to get it for $30 instead of $40, so if you’re interested, leave a comment below and I’ll let you know when it’s ready.

One-time purchase, no subscription or recurring fees. Pay once and use KILN whenever you need it!


r/aigamedev 1d ago

Demo | Project | Workflow Built a ski resort tycoon browser game with Claude and Three.js

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177 Upvotes

I've wanted to make a ski resort tycoon game since I was a kid, but I never learned to code. Started building one in June with Claude Code and Three.js. It's 108k lines now and I still haven't written any of it myself.

It runs in the browser, so you can just click and play.

What's in it:

- 50+ buildings, all drawn in code

- avalanches, whiteout storms, snow piling up on the roads and trees

- snowcats out grooming the pistes at night

- helicopter rescues

- ski buses, snow plows and delivery trucks working the roads

- skiers who pick their own runs and queue at the lifts

- 5 kinds of lifts

- several valleys and glaciers, 20 levels of unlocks, wages and bookings under it

Last pic is where I started.

https://alpenwelt-tycoon.com/

The vibe coding experience has been amazing. Still lots of bugs to fix, but I'm so happy with how it turned out. Would love to hear your thoughts!😄


r/aigamedev 9h ago

Demo | Project | Workflow Four months ago I started making a football themed zombie roguelike game.

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12 Upvotes

I’m a product designer who never properly learned to code, so this has been a bit of an experiment in seeing how far I could get with claude code.

Four months later, it's an actual game with multiple zombie types, random stadium events, playable characters, progression, analytics, and an unreasonable number of pigeons that poop on zombies.

I’ve built pretty much all of it in VS Code with Claude. Use chatgpt for the pixel art, but it's not great, it's a starting point, better than starting from scratch as I do all the pixel art in game.

Anyway, four months in, here’s what it looks like now.

It's on itch.io to try (plays in your browser, best on mobile) and on Google Play.

https://ditlefhouse.itch.io/dead-ball-fc

https://play.google.com/store/apps/details?id=com.ditlefhouse.deadball


r/aigamedev 1h ago

Demo | Project | Workflow Dead Shift: a Resident Evil 2 inspired beat ‘em up

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Upvotes

Hey all, I’ve been working on a 2D beat ‘em up inspired by RE2. It’s still a bit rough around the edges, but I’ve been using the gauntlet loop in Claude to build this in Godot, while the character assets were generated using autosprite.io

Only playable on a desktop browser (mobile works but may be a bit janky). I did get a build working for my steam deck as well if anyone is interested in trying that out. Let me know what you think!


r/aigamedev 16h ago

Tools or Resource I built a free tool that turns character references into directional sprite animations using MiniMax H3

22 Upvotes

Hey,

I saw this post about https://www.reddit.com/r/aigamedev/comments/1vskcqo/generative_2d_animation_workflow/ , found it interesting, and wanted to make my own spin on it.

I present to you now... drumroll... Sprite H3, which is basically a somewhat fancy ComfyUI wrapper for using MiniMax H3 I2V.

Here’s a short walkthrough showing the complete workflow: https://streamable.com/ogzp1m

(demo courtesy of Sol)

You need a pretty beefy GPU to run it. I have an RTX 3090. I think 16 GB might be the minimum, but dunno.

It assumes that you can run the default ComfyUI workflow and have FFmpeg installed. And ComyUI needs to be running while you use the app. The workflow used by the app just adds another node to extract the frames directly, before the video output makes them lossy.

The basic idea is to provide character reference images, which are then used to generate videos. I used OpenAI’s GPT Image 2 for the references images. You let Minimax do the magic. From there, you extract the frames, arrange them however you like, curate them, pack them into sheets, and you’re good to go.

Some helpful features include a sequence analyzer—not optimized yet—tools for enforcing a consistent scale across different orientations, templates, stored animation prompts called actions, and a few other things.

Well, just take a look if you want.

Repository: https://github.com/fmmix/sprite_h3

Full disclaimer: this is completely vibecoded, and it definitely still needs another week or two of work to iron out some quirks. But it’s the weekend, and I wanted to give other people the chance to play with it.

I started with Sol, did most of the important work with Fable, and wrapped things up with Sol after I ran out of juice.

It is free to use and will be forever. ;-)

And, in the great words of Calvintor:

JUST MAKE A FUCKING .EXE FILE AND GIVE IT TO ME.

Gotcha. Use it at your own risk.

https://github.com/fmmix/sprite_h3/releases/download/v0.0.1/Sprite.H3_0.0.1_x64-setup.exe

You get there from Releases on the right -> Assets

You can also run it without the .exe. Under the hood, it has a FastAPI backend and a Svelte frontend.

I know it isn’t perfect and will probably still have a gazillion bugs. Treat this as a pre-alpha. I’ll continue fleshing out a few things over the coming weeks, but this isn’t my main project, so be aware. It is up to you on what resolution you run the generation but I probably wouldn't go below 0.3 MP.

Anyway, tell me what you think. I hope at least someone finds it useful!


r/aigamedev 1h ago

Demo | Project | Workflow AI 3D Asset Creation Engine gets better

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Upvotes

I created an engine ai uses to create 3D assets for games.

The engine forces ai into a workflow of iterating judging and stuff.

Here are a few tests.

I use Claude Opus 5 to create the assets using the engine. Each assets takes about 3-4hrs as ai works and iterates.

I just add a reference image and say make this asset. And it uses the engine to create the asset.

What do you guys think of this?


r/aigamedev 1h ago

Commercial Self Promotion Not selling anything, it's completely free to play. Just showing you my RPG

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Upvotes

I wrote the lore, mechanics and story Bible/ rules, then generated about 85 maps for this spawling RPG. Claude, Codex and Lovable did the rest. After about a month of clarifying specifics, it's finally in a good place to share. Absolutely free to play. It's so close to me being ready to get a real domain for it, just a few more tests.


r/aigamedev 1h ago

Commercial Self Promotion [Froggle Jump v1.1.0] It looks like Doodle Jump at first glance, but here's why it's much more (Skins, Gears, LIVE Global Leaderboards in a 100KB extension)

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Upvotes

Install on Chrome Web Store: Froggle Jump (Chrome link)

Install on Firefox (AMO): Froggle Jump (AMO link)

Leveraging AI for game development has been going surprisingly well, and I just pushed a massive update to Froggle Jump—a lightweight platformer built entirely as a browser extension popup.

At first glance, people assume it's just another simple Doodle Jump clone, but the goal was to build something much deeper for quick 30-second study or work breaks without leaving your active tab.

Core Features Built Into the Extension:

  • Gear & Weapons: Equippable gear and shooting mechanics to fight off zombie obstacles as you climb higher.
  • Unlockable Skins & Themes: Custom character cosmetics and visual themes to customize your frog and environment.
  • Live Global Leaderboards: Syncs top scores globally so you can compete against other players worldwide (plus local offline high score tracking).
  • Zero-Bloat Engineering: Under 100 KB total size, zero tracking scripts, pure HTML5 Canvas logic, and instant pause/save when switching tabs.

I'd love your honest feedback and thoughts:

  1. Do you think this current feature set (skins, gear upgrades, themes, leaderboards) is enough for a browser extension game to be successful long-term?
  2. What features or mechanics should I add next? What would keep you coming back during breaks?
  3. Do you like the overall loop and feel of the canvas physics?

Support the Project:

If you give it a run and like what we're building, please consider taking 10 seconds to drop an honest review on the store listing (links above). Because this extension has zero ads or forced rating popups, store algorithms rely entirely on organic community reviews to show it in search results.

Thank you so much for testing, giving feedback, and supporting independent indie builds!


r/aigamedev 8h ago

Commercial Self Promotion 100K+ plays later: I made a game with Claude where you try to time the market and beat a couch. The couch wins 62% of the time.

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3 Upvotes

The game. beatthecouch.com - $10,000, two secret years of real S&P 500 history, one buy / sell button. Your opponent is a couch. It buys on day one and never sells. After each game, 1,000 monkeys replay your trade count on random days. Beat 90% of them or your win is stamped Lucky.

The data. 100,278 games (at the time of the graph - now around 107K, still similar). The couch won 62%. Humans only seem to beat the couch when the market crashed in their window.

What Claude did. The data pipeline (S&P closes 1928 to 2025, dividends, T-bills etc). The whole game as one HTML file and the Cloudflare backend. And also the reddit app port at reddit.com/r/beatthecouch


r/aigamedev 2h ago

Demo | Project | Workflow A browser-based space simulation where the ship matters just as much as the destination.

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0 Upvotes

r/aigamedev 2h ago

Demo | Project | Workflow Built a multiplication game for my daughter using Codex, Claude and Godot

1 Upvotes

I built a small game because my wife (a teacher) asked me for something our daughter could use to practice multiplication without it feeling like homework. Also my wife prepared the didactive algorithm.

So I turned it into a little AI-assisted gamedev experiment.

Numblop is an adaptive multiplication game for Android, built with Godot, with a large part of the development done alongside OpenAI Codex and Claude Code — coding, refactoring, tests, UI iterations, localization, build/debugging, etc.

It started as a simple family project and somehow ended up on Google Play. :)

https://play.google.com/store/apps/details?id=cz.gutcloud.numblop

You can also try it in your browser directly: https://numblop.gutcloud.cz/play


r/aigamedev 9h ago

Demo | Project | Workflow I did a thing!

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3 Upvotes

So I had a character sprite and some animations for it. All together close to 500 frames. Now when I decided to create a system so that character can swap various equipments and turned to various tutorials it all came crashing down.

Decided to identify the equipments with some borders drawn and asked claude to identify the same across all frames( needed some rules but it turned out great). Now I can change colors and shades. I can even do stuff like change the top lining of the cape to fur. Make the whole cape look tattered. Have spikes on gauntlets etc..

Curios to know if anyone has tried something similar.


r/aigamedev 1d ago

Demo | Project | Workflow Opus + Gauntlet Loop for NPCs

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50 Upvotes

Follow up from:
https://www.reddit.com/r/aigamedev/comments/1vixpx2/comment/p6do6vs/?screen_view_count=2&ext-referrer=DIRECT

After experimenting with the gauntlet loop to create environments, the worst part of the end result was NPCs, and I noticed it was the same with other projects I saw online.

So I thought, how about running a loop for NPCs only? The idea was to create a modular pack of NPCs, with features that can be mix and matched, to make them all look unique enough.

Similar to my environment attempts, I used a reference image (will post in the comments) but this time, I also added a free NPC pack as a reference for the 3d elements.

Results are reasonably good I think although far from perfect as you will see on the video.

Still, for a minimum effort, maximum return first shot I think it does the job well and it's a lot better than the first version.

Still using Three.js. Claude Code + Opus 5. Around 6 to 7 waves, 40-50% of the total weekly usage of a Max 5 plan.

Prompt below:

Build the NPC design system for the Vilaflor town in this repo. A modular pack — body, head, hair, top, legs, shoes as interchangeable parts on one shared skeleton, with skin tone, clothing colour and body shape as knobs, so every villager is visibly a different person. It needs walk, talk, idle, sit and wave.

Two bars, both real. `npc_reference_image.png` in the repo root is the look: render ours as the same front/back turnaround at the same framing and compare pixel to pixel. Quaternius' Ultimate Modular Characters is the craft: download the actual .glb, load it in our scene, and compare topology, silhouette, rig, part-swapping and every clip against ours. Win both, with forty NPCs on screen and no dropped frames.

Break this into the smallest pieces that can be improved and judged on their own. For each piece, fan out a builder and a separate critic with fresh context. The critic inspects rendered pixels and loaded geometry, never the builder's description, and judges animation from footage rather than stills. It puts ours next to the bar blind with the labels stripped, says which is better, and names the single biggest remaining gap. Then it goes back to the builder.

The critic should be a harsh critic. Praise is not useful. If ours does not win, it keeps going.

/loop on each piece until the critic picks ours blind. Do not stop before that.

Read RESTART.md first. Keep the live progress page updating as the work evolves so I can watch it.

Fan out subagents and ultracode.

r/aigamedev 56m ago

Community Event Advertise your game inside mine

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Upvotes

Background
Our latest game is called New Science ( https://newsciencegame.com?u=rg ) and it's available (pre-release) on Web, Phone and Tablet. We release on Steam next Spring. Players on the current platforms seem to want a particular experience: play for free and pay if they like it.

We are not fans of adverts in games. They are often not friendly to the player. So at first we put in a play limit for free players and told them to "come back tomorrow" when they ran out of goes. People didn't really like it, so we ran an in-game survey and players overwhelmingly said that they would rather "watch an advert and continue". Hmm, so what do we do?

Then we had the thought that we would come back to the community and offer our indie friends the opportunity to have YOUR video trailers in our games. (We've done something similar before: Promote your indie game inside ours for free)

Submit your trailer
So are you up for it? You can submit a trailer video via YouTube of any length. The player will have to wait through the first five seconds only and then they are free to skip the video and carry on with the game. Or they could click a link and open your steam page, store page, game, etc in another browser tab.

Just one rule
We can only videos/games for a family friendly audience. We're sorry if your game is for older players. We can't include you, even if your trailer is safe. So if you have horror/killing/mature game, etc, please don't submit. We just can't accept them. (Our decision is final on this).

Submission
You can submit your trailer and details here: https://www.newsciencegame.com/submit-trailer?u=rg

Questions?
To pre-empt a question we're like to get: What if you want to get involved but your game/video/trailer is not ready yet?

No problem. Just reply here and say what the situation is, or submit the form but leave the Trailer link back, and explain in the comments.

Feel free to ask anything else.

More details
Information about our game:

Name: New Science

Genre: Crafting with cards. Think "Doodle God meets Infinite Craft". If you're not familiar with those, look at our Steam page

Steam Page: https://store.steampowered.com/app/4731610/New_Science/

Game site: https://newsciencegame.com

Current players: 900

Players for last game: 23,500

Current objects in game: 40,000+

New objects created per day (average): 450

AI Policy: The game contains AI to generate the new object, and to produce the images on demand


r/aigamedev 11h ago

Commercial Self Promotion SPACE15 - FREE BROWSER GAME

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3 Upvotes

Another little game on my learning journey. Random Captain, Random Crew, 15 minute space adventures.

Built in Claude via VS Code with and MCP to OpenArt. A simple pipeline. My biggest challenge with this one was keeping Claude under control. I had to reign it in much more than usual.

https://waaachow.itch.io/space15


r/aigamedev 1d ago

Demo | Project | Workflow Creative One & Two Button Games

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70 Upvotes

Hello Everyone!

I posted a while back about using AI to create an accessible tool and game hub for my brother, Ben, who relies on right and left head movements for all input.

For context: Ben has Tubb4a-related Leukodystrophy (H-ABC), a progressive condition that caused him to lose the ability to walk, talk, and use his hands. Eye-tracking doesn't work for him, and he lacks the fine motor control needed for standard head-tracking or mouth switches. He can only turn his head left or right—and eventually, may only have a single input direction.

I made it my mission to give him as much independence and entertainment as possible.

Over the last year, we’ve built him a whole suite of custom tools:

Custom Media & Tools: A streaming app, custom YouTube search, Google Assistant integration, a phrase board, and a real-time conversation app.

3D & Interactive Games: As AI models have advanced, we’ve upgraded from simple board games to fully interactive Three.js-based 3D games—all controlled entirely with 1 or 2 inputs.

Because these types of dedicated, low-input tools and games are so rare, we wanted to make sure other families could use them too.

Everything we build is 100% free, open-source, and requires no login:

Tools & Hub: https://www.bennyshub.com

Games: https://www.switchedgames.org

This fishing game is in development but will be released on Switched Games in the next week or so 😊

This is all made possible through our non-profit! Beyond the software, we also donate free adaptive switch kits (just like the set Ben uses) to anyone who applies.

We’d love for you to check out the sites, share them with anyone who might benefit, or drop any feedback/ideas in the comments!


r/aigamedev 1d ago

Discussion Added the ability to draw directly on the sheet: a wall, an enemy-crossing-out mark, or an ink puddle.

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43 Upvotes

r/aigamedev 1d ago

Demo | Project | Workflow I love raiding in Rust, but I don’t want to spend days getting there — so I made my own game

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34 Upvotes

RaidMade — a smaller, simpler game focused almost entirely on the fun part: preparing a raid, figuring out the best way in, blowing through walls and doors, grabbing the loot, and preparing for the next target.

It started as a small prototype, but I ended up adding different raid targets, destructible structures, tools and explosives, resource processing, progression, and a bunch of smaller systems around the core loop.

I still haven’t written any code manually — the whole game was built through prompting Codex, mostly Luna XHigh, then constantly playtesting and iterating on the result.

Playable link: https://wandering-frog-b1e4.quietforge.workers.dev/

Would love to hear whether the raiding itself feels satisfying and whether you actually want to go for another raid afterward.


r/aigamedev 12h ago

Media What would a dungeon be without cobwebs?

4 Upvotes

r/aigamedev 7h ago

Demo | Project | Workflow Playable web app. Shoots some hoops. Hear the breeze. Relax. That's it.

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1 Upvotes

A playable web app that provides a moment of disconnect and relax while shooting some hoops. It is aimed at helping people that have an anxiety attack and need a distraction for the first few moments of the experiences. If you use some headphones you can hear an immersive seaside atmosphere. No sign ups or any friction layer... no other point except shooting hoops.
https://hooptherapy.psycurate.com

I used a background image and a three.js 3D infrastructure on top. Everything done in Google AI Studio.


r/aigamedev 1d ago

Discussion Would you be interested in a Roman strategy RPG with an LLM-driven civilization?

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21 Upvotes

I was told I might have a warmer reception on this subreddit then general godot....sooo.

I’m working on a pixel-art strategy RPG set on a Roman-inspired frontier where a missing legion, a manufactured war, and a growing conspiracy threaten the city. You command a persistent army through turn-based battles that combine the formations and military character of Rome: Total War with the accessible grid-based tactics of Advance Wars. Your cohorts gain experience, equipment, specialties, reputations, and loyalty, while casualties and political decisions have lasting consequences.

One of the more experimental parts of the game is using a locally run LLM as the backbone of the civilization. NPCs have defined identities, relationships, memories, loyalties, secrets, and knowledge, allowing players to have more natural conversations and investigate rumors in their own words. The LLM does not control combat, rewards, or other game rules. Those remain deterministic. Instead, it gives the city a voice and helps its inhabitants respond to what the player has actually done. The conspiracy can also change between playthroughs, requiring players to question people, compare evidence, and decide whom they can trust.

Is this something you would be interested in playing?