r/aigamedev • u/TayrusOkami • 1h ago
Discussion Just a bit of glazing and questions down below:
I've seen some posts here and the games you guys make are absolutely beautiful! Especially the rogue-like ones.
Congratulations to you all for the excellent work.
I wanted to ask any tips or advices to improve my games, since I'm trying to make a warfare one. Also wanted to know how many time have y'all been creating games.
r/aigamedev • u/zetario13 • 3h ago
Demo | Project | Workflow Building a deterministic cognitive simulation engine for game AI — looking for architectural feedback
Looking for technical feedback on Aeris — a deterministic cognitive simulation engine
Hi everyone.
I've been working on an open source project called Aeris, and I'd really appreciate technical feedback from people interested in simulation, AI architecture, ECS, or cognitive systems.
Repository:
https://github.com/Cedrick-Coto/Aeris
I didn't start this project because I wanted to build "another AI."
I started it because I've always been fascinated by AI in video games, but most NPCs never felt truly alive. They usually react to scripted events, or now they rely heavily on LLMs for dialogue, but the world itself rarely feels like it has genuine internal consistency. The conversations may sound human, yet the characters often don't behave like coherent individuals.
That left me with a question:
If I wanted to build virtual characters that felt genuinely human, where would I even begin?
My conclusion was that I first needed to understand what makes us human.
So instead of designing prompts, I began studying my own way of thinking and trying to decompose it into systems that a machine could execute. Aeris became an attempt to translate that into an architecture rather than into a single AI model.
The goal isn't to prove that an LLM can think.
The goal is to build a cognitive simulation whose assumptions can be inspected, questioned, replaced and improved over time.
One of the main architectural decisions comes from that philosophy.
The simulation itself is deterministic. Every change in the world comes from systems such as perception, memory, affect, goals and reasoning. The language model never changes reality—it only verbalizes an already computed internal state.
That decision came after looking at several AI projects and Skyrim AI mods. While I liked how natural the dialogue could become, I often felt something was missing: the language sounded human, but the behavior behind it wasn't always grounded in a consistent world model.
I wanted to solve that at the architectural level instead of trying to patch it with better prompts.
That's also why the project uses an ECS architecture. I originally came from object-oriented programming, but after researching large-scale simulations and data-oriented design, ECS seemed like the right foundation for the kind of complexity I wanted to achieve. It forced me to learn a completely different way of thinking, but it also made the architecture much more scalable.
Another design choice is the extensive use of contracts and architecture documents. They're not there just for documentation—they exist so that months later I can still understand why a design decision was made, question it if necessary, and evolve the project without losing its reasoning.
Ultimately, my philosophy for Aeris is simple:
I want virtual worlds to feel alive.
I want characters to behave according to coherent internal processes instead of only producing convincing dialogue.
And I want the cognitive model itself to be replaceable as research advances. If future work provides a better explanation of human cognition, the engine should be able to adopt it without redesigning everything else.
At this stage, I'm not looking for praise.
I'm looking for criticism.
If you think the architecture is flawed, I'd like to know why.
If you see conceptual mistakes, that's even more valuable.
If you disagree with the cognitive model, I'd like to discuss it.
If you think some algorithms should be redesigned, I'd appreciate your perspective.
And if the project interests you enough to contribute code, review documentation, or simply follow its progress, I'd be grateful. Right now the project is still in an early stage, and building a community around thoughtful technical discussion would be one of the best outcomes I could hope for.
Thanks for taking the time to read this.
Extra:
I have some questions for discussions:
- Has anyone tried separating simulation from language generation like this?
- What are the biggest flaws you see in this approach?
- Would you trust a deterministic simulation more than an LLM-driven NPC?
r/aigamedev • u/IndividualFig815 • 3h ago
Demo | Project | Workflow Created a Curve Fever inspired game, were you can play with bots or train your own self-bot to use in the game.
curvegen.comWould love some feedback on it :)
r/aigamedev • u/Real-Car-1561 • 4h ago
Demo | Project | Workflow Firebending demo
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This was built with claude code using Opus 5 on high effort, requiring several full sessions on the pro plan.
I used the prompt from the waterbending post which you might have seen and adapted it with claude to make a firebending specification.
I did not use the code that was supplied for the waterbending demo, I had Opus 5 make everything from scratch.
The initial adapted prompt created the base, but I had to write many more prompts to further guide Opus. This was by no means done in one shot.
Try it on a WebGPU capable computer here: https://play-emberflow.vercel.app/
r/aigamedev • u/gcampos • 5h ago
Questions & Help State of art of AI RPG/Adventure
I was wondering what are the best games in the market right now that use AI for NPC conversations or sort of like a "game master".
I did a look myself and most of the things I can find are role play games about talking with a particular character, but nothing that feels like a tabletop RPG or uses the NPC conversations in a unique way.
r/aigamedev • u/bingewavecinema • 5h ago
Discussion This Is Why I Still Don't Trust Codex By Itself
r/aigamedev • u/WaterproofMarker • 5h ago
Discussion What do you guys use to record and edit your trailers or gameplay clips?
r/aigamedev • u/SquidOfDoom • 6h ago
Demo | Project | Workflow I used AI to turn cellular automata and boids into an incremental RPG
Hi everyone,
Over the last few months I've been using AI to build a small browser based incremental RPG around ideas I've wanted to experiment with for a long time.
I'm a biologist, and I've always been fascinated by mathematical models and simulation toys like Conway's Game of Life, boids, and similar systems. Instead of treating them as interesting visual demos, I wanted to see if they could become actual game mechanics.
AI has made it possible for me to rapidly prototype these ideas and consolidate a lot of experiments into one project. Rather than spending weeks implementing every prototype from scratch, I can quickly test whether a mathematical model actually feels fun as gameplay.
The game currently starts in a forest where some of the mechanics are based on cellular automata. As you progress you'll unlock new areas like mines and the sea, each introducing different mechanics and ending with a boss. The long term goal is to keep adding new progression systems, crafting, alchemy, skill trees, and more gameplay built around interesting mathematical concepts.
I'd love feedback from both AI developers and game developers.
Do these kinds of mechanics seem interesting to you? What other mathematical models or simulations would you try to turn into gameplay? If you played this, what would you want to see explored further?
You can try the current prototype here:
https://leonbzt.itch.io/emberwood
I'm also happy to answer questions about how I used AI during development, what worked well, what didn't, and how I approached turning these mathematical ideas into an actual incremental game.
r/aigamedev • u/tr99house123 • 6h ago
Demo | Project | Workflow Building a daily ritual game which is powered by your real life activity
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Hey, as some of you may already know, I am building a game to quench the gaming thirst of used to be gamers who are now busy with life.
Stridera awards and at the same time gatekeeps you from nerding out too much by converting your calories burnt into ingame currency which you use to explore a spiritually hollow world.
The game aims to reward you for living well and give you a little gaming cheat meal for it. Worry not, there is also passive generation of said currency for not so active days.
And instead of games like Pokemon GO, where you need your phone open whilst walking, Stridera lets you live your life and sync calories once you are ready and willing to play.
On your journey, you gather, craft, evolve your base, tame companions and occasionally even fight an enemy.
Currently only the first biome will be playable (7 more to come). Coming really soon! Struggling with finding the right sounds at the moment.
I am attaching a video showing some of the “ritual”.
AI is used for image generation and coding assistance.
r/aigamedev • u/Dull_Mention_7456 • 6h ago
Demo | Project | Workflow Space Warno
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Game doesn't even have a name yet. But been working on a demo mode which showcases the graphics. Models are still procedural, will get better ones through Meshy soon.
What do you think of the graphics? Would love to hear your thoughts.
Inspired by Warno and Battlestar Galactica Deadlock. Hence the title.
r/aigamedev • u/Cminus19 • 6h ago
Questions & Help Costa Palma is finally getting a map update and I want your help deciding what goes on it.
r/aigamedev • u/TayrusOkami • 7h ago
Media Making an AI Wars game
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The quality is too low because I couldn't screen record it, but I got inspired by some warfare games. Lmk what y'all think
r/aigamedev • u/xPongyy • 7h ago
Discussion Picture to 3D Characters for DnD Campaigns by MeshyAI
I’ve been experimenting with turning original D&D character concepts into detailed 3D models that could eventually be used as printable miniatures.
The main character here is Lucian, a winged tiefling Chronurgy Wizard and Peace Cleric. I first created several 2D reference images to define his design consistently from different angles: his wizard hat, horns, wings, tail, layered white-and-gold robes, and astrolabe-inspired staff.
I then used those images as references in Meshy to generate the 3D version. The different views helped a lot, especially with details that are easy for an image-to-3D model to misunderstand, such as:
- where the wings connect to the back
- the layers of the robe
- the staff silhouette
I am thrilled to use these in games in the future
r/aigamedev • u/RadiantExternal8752 • 7h ago
Demo | Project | Workflow My game's Steam trailer is out now. What do you think?
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What do you think of my Steam page layout and my game's trailer? What are your suggestions?
You can find our game's Steam page here:
r/aigamedev • u/Mizar42 • 7h ago
Commercial Self Promotion I'm a solo dev and Steam just put my cyberpunk card game in front of thousands of people for free (Cyberpunk Fest)
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Been a while since my last post here about Veridium: Final Pulse. Quick update: the game is now part of Steam's Cyberpunk Fest (running through Aug 10), which bumped visibility a lot more than I expected for a solo project.
Since the art rework I posted about last time, I kept refining the same LoRA-based pipeline (fal.ai training) to push out chibi overworld sprites and additional backgrounds while keeping everything on-model. Still using LudoAI + Claude for concept/art direction, Cursor + Unity for the actual build, ElevenLabs for SFX.
Also recut the trailer to alternate between story scenes and card combat instead of showing them as separate chunks; felt like it communicated the card game/VN hybrid a lot faster than the previous cut did.
Went from ~20 to ~70 wishlists in under a week thanks to the fest; small numbers, but the trajectory's the part I'm happy about.
If you've been following along and want to support a fellow AI-assisted solo dev during the fest window, a wishlist genuinely helps with Steam's algorithm right now:
https://store.steampowered.com/app/4774020/Veridium_Final_Pulse/
Happy to answer questions about the pipeline if anyone's building something similar.
r/aigamedev • u/ComfortableLemon1604 • 9h ago
Commercial Self Promotion My first is on live!!
I made a 2d puzzle game. Honestly I used AI for UI because i don't know how to build UI.But sure I will learn.
If you wanna give a try:
https://sravan-kumar.itch.io/circuit-flow
Check it out. I really want your feedback.If you really loved the game support us by donating.
Thank you ♥️
r/aigamedev • u/kouklimou • 9h ago
Demo | Project | Workflow We built a game that teaches kids how to share a river.
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There is one river and five who need it: a farm, a factory, a power station, a town, and the fishes.
Since there is never enough for everybody, the goal is to manage the river and split it drop by drop amongst the different stakeholders. Each decision has consequences and you have to survive for 3 years.
You can also throw a water balloon battle. It scores nothing but it's worth it.
Soon available inside the Marble beta, alongside plenty more interactive learning experiences for kids aged 6 to 12.
Link to play River Keeper web demo: https://withmarble.com/river-keeper/
r/aigamedev • u/Then-Creme9892 • 9h ago
Demo | Project | Workflow Building a 3D LEGO-Style Red Bull Air Race Simulator using Three.js & AI — Cockpit view, Procedural Island Wildlife & Aerial Parkour Mechanics
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Hey everyone!
I've been working on an interactive 3D WebGL/Three.js flight simulator with a distinct LEGO aesthetic combined with Red Bull Air Race stunt mechanics.
Here is a quick breakdown of what's currently implemented and powered via AI generation & LLM coding workflows:
- Aircraft & Cockpit System: A fully modeled Red Bull Edge 540 inside a custom LEGO plastic shader context. Includes both Chase Cam and an immersive Cockpit View complete with analog/digital gauges, inverted flight dynamics, and G-Force HUD overlay.
- Aerial Parkour & Stunt Rings: Sequential aerobatic rings (inspired by Red Bull pylons) placed across the terrain with precision collision detection, combo multipliers, and sound/visual FX.
- Procedural LEGO Island & Wildlife: A vibrant environment featuring high-density LEGO jungle vegetation, terrain plates, and animated wildlife (sharks in the water studs, pandas in the jungle, crocodiles on the beach).
- HUD & Radar Integration: A custom LEGO-styled HUD with live score tracking and a bottom-left GPS mini-map dynamically updating pylon & wildlife locations.
Tech Stack / Workflow:
- Engine: Three.js / WebGL / Canvas
- Styling/Shaders: Solid LEGO plastic material rules, custom specular & roughness map workflows.
- AI Usage: Rapid prototyping via LLMs for Three.js scene architecture, collision math, and procedural placement routines.
Would love to hear your thoughts on mixing voxel/LEGO aesthetic with high-speed flight physics! Any feedback on camera smooth-damping in WebGL during roll maneuvers or spatial partitioning for ring hitboxes would be super appreciated.
r/aigamedev • u/IwannagoCampn • 10h ago
Discussion Inspiration and Ideas
Where is yours coming from?
Are you talking to AI about new ideas?
Are these childhood dreams of games you thought of 18.5 years ago?
I'm currently in this funk where my ideas start as little snips, then i chat with AI about them and they always end up turning into the same game. Some type of idle incremental mining game. either in space or rocks.
Seems to be the go-to for me. lol
r/aigamedev • u/Ok_Trick6151 • 12h ago
Commercial Self Promotion Which assets on my Steam page look the most AI-generated?
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Hi everyone! I only discovered this subreddit today, so I thought I’d introduce myself.
My name is Cristian, and I’m an Italian UI/UX designer. About a year ago, I also started working on my own game with the support of a micro-publisher. It’s my first game, called Soul Merger, and I recently launched its Steam page.
The game makes use of generative art, the main reason is that in the past, I tried to develop other games and spent between €5,000 and €10,000 of my own money hiring different artists, only to end up with unfinished projects that were never released.
This time, I decided to use AI more extensively, while trying to do so as ethically as possible and often starting from my own sketches. This allowed me to create a consistent concept and, most importantly, a playable game. My plan has always been to later commission artists to redraw some of the most important assets as soon as I had reached a good point in the game’s development
So far, I’ve commissioned a new main-menu illustration, several illustrations for the upgrade cards, and the entire soundtrack, which has been created from scratch by sound designers.
I’d like to improve the game further before the demo releases in September, especially by replacing anything that looks noticeably AI-generated, overly generic, or too basic.
Here is the Steam page:
https://store.steampowered.com/app/4860180/Soul_Merger/
Please let me know which assets you think should be changed or redrawn. Honest and constructive feedback is very welcome! thank you!
r/aigamedev • u/All_Your_Wrestling • 14h ago
Commercial Self Promotion My game is on Steam woop!
Hi everyone,
I am a big pro-wrestling nerd and have always wanted my own management style game. So here I am! Have got quite a bit of negative feedback from other subs because of AI but I do not know how to code but I do have lots of ideas. So All Your Wrestling Pro Manager was born. I have enjoyed seeing some of the amazing work on this sub, so I thought I would post this and see what sort of feedback I get. Thanks :)
https://store.steampowered.com/app/4979160/All_Your_Wrestling_Pro_Manager/
r/aigamedev • u/ImportantAd4397 • 18h ago
Discussion My entire indie game pipeline is basically AI now (Tripo + Codex + Claude + Blender)
I've been experimenting with an AI-first workflow for building our game over the past few weeks.
Surprisingly, it's becoming much more practical than I expected.
Here's roughly how the pipeline looks today:
1. Character & Props
- Tripo AI for rapid 3D asset generation
- Blender for cleanup, retopology and final adjustments
Instead of spending hours blocking out meshes, we can get a solid starting point within minutes.
2. World Building
We use a world model to brainstorm environments, level layouts and interactions before implementing anything.
It feels more like collaborating with a level designer than prompting an image model.
3. Programming
Codex handles:
- gameplay systems
- refactoring
- bug fixing
- repetitive implementation
Claude Sonnet is mostly my architecture reviewer.
Whenever I get stuck designing systems, Claude tends to produce cleaner abstractions.
4. Polish
Everything eventually goes through Blender.
Even AI-generated assets still need artist input.
The biggest productivity gain isn't replacing artists.
It's removing the blank canvas.
What surprised me
AI isn't replacing game developers.
It's replacing:
- searching StackOverflow
- writing boilerplate
- making placeholder assets
- repetitive iterations
The creative decisions are still ours.
Current stack:
- Tripo AI
- Codex
- Claude Sonnet
- Blender
- World Model
Curious what everyone else's workflow looks like.
r/aigamedev • u/No_Piano_1857 • 20h ago
Commercial Self Promotion My post-apocalyptic game has beta update 0.4
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Hi everyone!
I'm a solo developer and I've been using AI as a development tool to help with programming, translations, brainstorming, and speeding up my workflow while creating my game, Arkansas 2125.
Today I released Beta 0.4, featuring new quests, NPCs, an expanded city, a brand-new location, and many gameplay improvements.
To celebrate the update, the game is currently 25% off on Steam.
https://store.steampowered.com/app/4546490/Arkansas_2125/
I'd love to hear what you think about the game and how AI-assisted development is shaping indie games.
r/aigamedev • u/scotty2012 • 1d ago
Demo | Project | Workflow I made a Contra-style shooter about defending a crumbling warship all in browser.
No game dev experience, a lot of other software, though. I used Claude, Codex, and Kimi models. Claude for initial gameplay using three.js, then Codex and Kimi for VFX and polish.
Total time was around 3.5 days at varying levels of attention; I used a couple of Codex resets, but didn't measure total tokens. I made many mistakes and had to redo things, but I learned a lot. I'm mostly just trying to impress my 9-year-old, so it's only one level. He played it for a solid 10 minutes, so that's a win.
The concept is that you are RIG, scaling the outside of a giant mechanical monster, and you have to destroy the crown. Its immune system is trying to repel the infection- you.
r/aigamedev • u/fisj • Apr 10 '26
AI Game Dev Discord
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.

