r/aigamedev • • 12d ago Bravo

Demo | Project | Workflow We’re a team of 8 building a GTA-inspired game with a 100 km² map of Bangkok. Here’s what we made in 8 days with our own engine.

2.5k Upvotes

We’re building Bangkok Heat using our new AI-native engine. It’s still early days, and this project is a way for us to push the engine’s limits. We’d love to hear what you think!

// edit

Since a lot of you have been asking, we’ve actually spent years building our own game engine from the ground up to work natively with AI. It lets creators direct teams of AI agents to build and playtest games, then deploy them across desktop, mobile, and browsers.

We’ve come a long way, but there’s still plenty of work ahead. We’re a small team working hard to get this across the finish line. Really appreciate all the interest and support so far! 😀🙏

// edit 2

Some of you have been curious about how we’ve spent years on this engine project (Oriverse). We’re an indie studio that previously launched a game on Steam with over 600,000 copies sold. After wrapping up that project, we decided to build a next-generation engine and jumped into AI-assisted workflows right from the start.


r/aigamedev • • Sep 28 '26 LOL Bravo Popcorn

Demo | Project | Workflow Destroy any website with a stickman

2.3k Upvotes

Play here. Built with Opus 5.5 this weekend, it was so fun!! Multiplayer is available, of course :)


r/aigamedev • • Sep 25 '26 Bravo Heartwarming

Demo | Project | Workflow Using AI to build games for my brother who can only use two switches by turning his head

2.2k Upvotes

My brother Ben is nonspeaking and quadriplegic, has low vision, and plays using two head switches mapped to Space and Enter.

That's basically his entire controller.

The problem is there just aren't many actual games made for someone like him. Even when games have great accessibility options, they usually still assume some level of reaction time, vision, motor control, or multiple inputs that Ben doesn't have.

So we've been building our own.

I'm not a game developer. I'm Ben's brother and full-time caregiver. I've worked in media production most of my career and I've basically been learning this stuff by building things with AI.

And lately it has gotten kind of crazy what we're able to make.

The gameplay I'm posting is from Benny's Ballista, a new Three.js game we made based on an idea from my other brother. It's designed around Ben's switches from the start. He can play independently, make choices, change ammunition, fire, etc., without needing quick reflexes.

And he really likes this one. :)

That's why I'm posting it here.

I think there's something happening with AI development that goes beyond just making it faster or cheaper to make games.

It's suddenly becoming possible to build games for incredibly small groups of people who the commercial market has very little reason to build for.

Ben is a perfect example.

There probably isn't a huge commercial market for games specifically designed around someone who is nonspeaking, quadriplegic, has low vision, uses one or two switches, and needs as much time as necessary to make a move.

But I don't really care how big that market is.

I'm building for my brother.

Then we put it out there for free so hopefully somebody else's brother, sister, kid, friend, student, etc. can play too.

We're basically building an arcade around this idea now. One- and two-switch games where switch access isn't an accessibility feature you turn on — it's how the game is meant to be played.

And we're making a lot more.

AI has opened a door for us that I genuinely don't think would have been open a few years ago. I can sit with Ben, see what works and what doesn't, go back and change things, try some ridiculous new game idea, and keep iterating.

We're still figuring all of this out as we go.

But I think there's a huge amount of game design that hasn't been explored for people with conditions like Ben's simply because almost nobody has been building specifically for them.

So that's what we're going to do.

Hope you like the gameplay. If you're interested in what we're building, want to help, or just want to follow along, we have a Discord and everything is free/open source. I'll put all the links and info in a comment.

Thanks for reading. And seriously, this is just the beginning.


r/aigamedev • • 18d ago Bravo

Discussion is this AI double standard true?

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2.0k Upvotes

I've seen several AAA studios are using AI, like COD 7. Marvel Rivals even disclosed that they use AI in their financial reportings and in pretty much all processes, like code, art, textures, etcetera.

Some games/companies using AI are Sony game studios, Square Enix, Epic Games (Fortnite) Tomb Raider, Ubisoft... you get the picture.

When i see indie dev's using AI, i noticed the reaction on platforms (like FB and Reddit) are vastly different. I was wondering if this double standard therefore is true?

What do you guys think?

___________

EDIT: Also here is my game Twilight Tavern, please wishlist if it looks like your type of game, I could use the luck 🍀 Thank youuu 😁

https://store.steampowered.com/app/5121150/Twilight_Tavern/

EDIT #2: I made a YouTube video about AI in game dev as well, tryna build my personal brand on unconventional takes:

https://www.youtube.com/watch?v=Z4hd6ivzNlg&t=483s


r/aigamedev • • Aug 12 '26

Demo | Project | Workflow 8-player survival Pong, built with Opus: the arena loses a wall every time someone dies

1.8k Upvotes

Eight players, one side each. Miss the ball and your wall is gone, so the arena shrinks and gets faster as it empties. Last one alive wins.

Dying doesn't bench you though. Eliminated players come back as saboteurs and start dropping hazards onto the arena (pegs, gravity wells, spinning bars) on a cooldown. So the survivors are getting squeezed by the players they just knocked out, and the endgame gets messy in a good way.

Built with Opus. canvas 2D, no engine + antics SDK for multiplayer

Try it (fills with bots, so you get a full 8-player match even solo): antics.gg/p/side-out-94df7d

Disclosure: antics is my own platform. It just hosts the game and runs the multiplayer.


r/aigamedev • • Jul 17 '26 WOW Popcorn

Commercial Self Promotion After about 3+ weeks of vibe coding this game on Cursor, I'd love to share my dungeon crawler deckbuilder roguelike game!

1.6k Upvotes

Here's the trailer of the early game and concept! Sound on for full experience. If you like what you see, feel free to wishlist the game on the steam store page!

Check out the steam page here (and wishlist!):
https://store.steampowered.com/app/4364310/Cook_The_Dungeon/

Here's what I used to make this game:
- 100% vibe coded on Cursor, using mainly Grok 4.5, Opus 4.8, Composer 2.5, GPT 5.5
- Built on Godot Game Engine
- Graphics are mostly created with ChatGPT Images 2.0 API, using a custom art tool I made so I can produce artworks with more consistency
- There were many, many micro decisions that I made to get it to look less sloppy, but I think there's more room to improve! The UIs are not final yet
- Had a lot of fun vibe coding this game because the models are getting soooo good at nailing the coding part.

Edit: The game is still in WIP so its not 100% completed yet, but I've gotten the Act 1 of the game content done so far. Once Act 1 is polished and ready, I'll share a demo for playtesting and feedback!


r/aigamedev • • 27d ago

Tools or Resource Made an open-source pixel art normal map generator

1.6k Upvotes

GitHub repo. It also works for animated sprite sheets! Feel free to use it in your pixel art pipelines, it runs locally as a CLI or in the browser (wasm).


r/aigamedev • • 4d ago Bravo Mindblown

Demo | Project | Workflow This guy asked Fable 5.2 to "go wild" making a game and it made a Pong clone. Except it was more than that... Not my game btw

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tennis.sixfingerpunch.com
1.6k Upvotes

r/aigamedev • • Sep 23 '26

Media Opus 5.5 can generate pixel art scenes

1.5k Upvotes

Live scene + prompt. I'm playing around with Opus 5.5 for pixel art generation, pretty stunning! The scene itself is written in TS and it took a solid 10 minutes, though.


r/aigamedev • • 19d ago Bravo

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.

1.4k 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 • • 25d ago Bravo

Demo | Project | Workflow Just playing with some small game ideas

1.3k Upvotes

Game:

https://claude.ai/artifact/X3gDbTefCY1wo5NCbqegvu

I was playing with some idea, I have bunch of ideas for some games, but as I don't have much time because of my main project and full time job, I just tried a rough prototype of the idea. If anyone thinks this is cool or even playable I might try to experiment a bit more with this.


r/aigamedev • • 27d ago

Discussion Tim gets it.

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1.3k Upvotes

r/aigamedev • • Sep 09 '26 Bravo Heartwarming

Demo | Project | Workflow Epstein Island Tycoon - Astra + Unity + Meshy

1.2k Upvotes

I built this Island builder game over the weekend to test out Astra. Super impressed about what it can do for both game logics and asset generation.

Stack: Astra (everything including sound and ui design), Meshy (buildings + vehicles), free Unity env pack (trees, shrubs, terrain textures).

Astra generated island terrain using NOAA map.

Time spent: about 3 days

Inspired by: arcade.gov


r/aigamedev • • Jul 05 '26 Bravo

Demo | Project | Workflow Real-time procedural dungeon generator in three.js, built with Fable 5

1.2k Upvotes

Shared the prompt in this thread if you want to incorporate into your game https://x.com/majidmanzarpour/status/2073742439211225234

Update, open sourced: https://github.com/majidmanzarpour/threejs-procedural-dungeon

Update, this is implemented in my 4-player co-op ARPG, try "Descent" mode (game is free) https://www.gravecrawl.com


r/aigamedev • • Jul 07 '26 Bravo

Demo | Project | Workflow One of my new favorite tricks, merging an asset into another using AI

1.1k Upvotes

The rules don’t allow me to self promote this tool, but comment below if you want me to dm you.

edit: Got rate limited trying to send too many DMs... I'll message you eventually, didn't expect this to blow up!

AI is unlocking professional ai pixel art workflows that were never possible before... Getting consistent outputs that align perfectly to a grid so you can create final touches, tweak the palette, etc.

Generating variations or reskins of existing assets is now super easy with magicpixel, no more tedious manual drawing of every asset is required.


r/aigamedev • • Jul 03 '26 Bravo Mindblown

Demo | Project | Workflow Fable 5 just one-shot crazy cool procedural creatures!

1.0k Upvotes

I'm blown away! I'm experimenting with AI for a creature game and Fable 5 just one-shot an AMAZING LOOKING procedural creature creator!

It fuses primitive shapes with an SDF vertex shader (SDF blend-shell) and procedural animations.
All done in Three.js, no predefined assets!

That's super impressive...!!!

Link to X Post: https://x.com/Nevsved/status/2073687955265171924?s=20


r/aigamedev • • 21d ago

Commercial Self Promotion 30 days of Claude Opus 5.5 and 227 commits. Here's what I was able to build.

996 Upvotes

Wishlist it here: https://store.steampowered.com/app/5350560/I_Just_Wanted_to_Fish/

Edit for rule 4: I use Claude as my coding partner for the whole project. I do the design and level design and decide how things should ook and feel, and Claude writes most of the scripts and the little editor tools I use tweak things. I'd describe what I wanted, Claude built a first version, then I'd play it, find what looked wrong and we'd fix it piece by piece. Animations took the most back and forth. Al gets you something that technically works really fast, but making it feel natural still needs a lot of testing and your own eye. Splitting things into small steps helped a lot. Big "build me a whole system" requests looksd done until I actually played them.


r/aigamedev • • Oct 15 '26 Bravo Heartwarming

Demo | Project | Workflow Finally found a way to get my dream art style into a playable game

983 Upvotes

I’ve been trying to get a game to actually look like the art in my head, and this is the first thing that’s kinda worked.

  1. Started with concept art - asked GPT for a specific kind of cel-shaded village

  2. Opus 5.5 built the village out of plain 3D blocks in the layout from the concept art

  3. Opus took a screenshot of the blocks, sent it back to Codex, and had the blocks 'painted over' by referencing the concept art again

  4. Opus built a shader that projects the painting back onto the blocks from that same camera spot - now it’s a real space you can walk around and go inside, but it looks like the art

The village idea worked, so we did the process again for the interior -> shapes, screenshot, paint-over, project back

The characters are added on top - Claude used Codex to generate them, then Claude used Minimax H3 to animate them

^ I don't know the limits of this workflow - don't know what kind of problems I'll run into - but for now, it's pretty cool, right?


r/aigamedev • • Aug 09 '26

Demo | Project | Workflow I left Claude Code running for 24h — it built a 3D roguelite and shot its own trailer

941 Upvotes

Setup: three prompts, one every ~8 hours, each one a "gauntlet" prompt that hands the agent a goal and lets it run. No intervention inside a session. Prompt 1 built the base game, prompt 2 followed up after the first real playtest, prompt 3 closed the round. The whole timeline — 08/08 01:17 to 23:36.

What came out: an isometric, controller-first roguelite where the base never stops walking. A spider-fortress marches a route on its own and can't halt; you run ahead of it mining veins, plant turrets, repair the hull, and decide what to abandon — while the noise of all that pulls the horde onto you. Three.js + TypeScript + Vite, DualShock 4 through the Gamepad API. 60k lines of TypeScript across 130 files, plus ~8.5k lines of design and architecture docs it wrote for itself to hand off between sessions.

On the assets, up front: the 3D models come from the Kenney and KayKit packs (KayKit is paid). Claude picked what it needed from a local library and built the rest as procedural geometry in code — the spider rig, the terrain mesh, the destructible props. Audio is generated through ElevenLabs from prompt catalogs that live in the repo, so a clean clone rebuilds the whole sound set. The five-layer adaptive soundtrack is 80 BPM, A minor, sixteen bars, all layers sharing one phase so they stack without beating.

The trailer (a fourth session, the next day): it isn't screen capture. The agent swapped the game's clock for a virtual one, drove real keydown/pointermove events through the actual input manager, and wrote one PNG per 1/30 s simulation step. So the footage is the agent playing its own game, frame by frame — the mining shot ends a vein on camera, the build shot spends exactly 25 scrap on a turret. The cut is data-driven and lands on 45.000 s exactly, and re-running it reproduces the same file byte for byte.

original prompt

‐--------------------

Edit:

I'm going to reply here some common questions I saw.

Q: How did you write the prompt?

A:I chatted with gpt-5.6 sol about the games I like and the mechanics I enjoy. Then we settled in the mechanics and theme and it created the prompt. After I added the "gauntlet" part the one at te very end that asks it to keep looping until the results are AAA

Q:What model did you use?

A:Opus 5 on ultracode with no mcps or skills.

Q:How much did it cost?

A:40% of my weekly 20x Max claude subscription. It would have costed around 1.8k USD in API request according to the session logs.

Here is the link if you want to try it. But it only works with keyboard and mouse or a controller so it will not work on mobile https://victorrseloy.github.io/marcha-de-ferro/


r/aigamedev • • 27d ago

Research This developer didn't want to hide the fact that he uses AI👏 data show he did make $200k!

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920 Upvotes

r/aigamedev • • Sep 30 '26 Bravo

Demo | Project | Workflow Basically 3D Tetris, but you can’t let the water leak out!

909 Upvotes

I’m trying to make a really good toilet-seat game. Basically, a game that you whip out when you can tell you’ll be pooping for a bit. Something simple, but addicting.

How it works:
3D Tetris pieces fall from the sky and your job is to use them to build walls to capture as much of the water that comes to the floating island as possible. If too much water falls over the edge, you lose!

I’ve had a fun time thinking through and developing this game. If you’ve ever played Wetrix (N64) or Aqua Aqua (PS2), you’ll know why I made this game.

Had my wife play it and realized that it definitely needs a tutorial to make sense to casual players. There are also some mechanics I want to change and some that need to be added still.

So far, I’m stoked with how good the game is feeling! The controls and gameplay feel very suited to mobile devices and touch input, which is very satisfying!

Will keep building it out. Let me know if you have any good ideas for it!


r/aigamedev • • 20d ago

News NVIDIA has released the weights for MotionBricks on HuggingFace

905 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 • • Oct 06 '26 Heartwarming

Demo | Project | Workflow My HD-2D Game. Early Alpha Footage

889 Upvotes

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

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

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

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


r/aigamedev • • 19d 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

880 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!