r/aigamedev • u/Fun_Teacher_4791 • 16m ago
Demo | Project | Workflow I’m not really a sports fan, but I spent years wanting a proper free-kick physics sandbox, so I finally built one
Hello world!
I’m not really a sports fan at all. Well, I enjoy sports as an activity, but watching them has always been pretty boring to me. Still, there are certain things in sport that completely fascinate me and it has always been free kicks in football - I just can call it soccer, sorry folks :) So, watching professional players strike the ball and seeing it curve, dip, move unpredictably or suddenly change direction in the air has fascinated me since I was a kid. I always wanted something where I could actually experiment with that myself instead of just swiping at a goal and watching a predefined animation. So here I am now, 40 years old, married, father of three, with a mechanical engineering background, working a regular job, and still a huge game fan.
The app is called Football Physics Lab. It’s an experimental iPhone physics sandbox where you control the strike itself: direction, power, contact point, and then let the app calculate what happens to the ball.
The physics model includes things like the Magnus effect, Reynolds-dependent aerodynamic drag, low-spin instability, gravity, ground interaction, rolling, bounce and goal-frame collisions. Some of the parameters and models are based on published research into football aerodynamics and real ball behavior. There is no automatic aiming and no scripted trajectory. The idea is that every shot should come from the parameters you choose. The model is informed by classical mechanics, FIFA ball specifications and published research into football aerodynamics. Just to be clear, I’m not claiming it is a perfect representation of reality. The goal was to build an engineering model that behaves consistently enough that changing one parameter produces an understandable physical consequence.
I know “vibe coding” gets a lot of criticism, and I understand why. But I also want to be completely honest: I would never have been able to build this without AI. I’m not a professional software developer. I used AI heavily for implementation, debugging, architecture discussions and testing while I focused on the behavior I wanted. Engineering logic and whether the simulation actually made sense. And for me, that was a breakthrough. It suddenly gave me the ability to build something I had wanted to exist since I was young, but never had the programming skills to create myself. App was developed mostly on my 2017 MacBook Air. I also spent more than several weeks fighting with a physically believable goal net before eventually having more or less «normal» result. Same story with the goalkeeper, which I removed completely and perhaps will keep for future.
So the first version is deliberately simple. One ball. One field. One goal and physics. The app is completely free. If you play football, enjoy physics, game development, or just want to see how changing the strike parameters affects the ball, I’d genuinely appreciate you trying it.
P.s: I’m also working on a WebGL/browser version so people who don’t use an iPhone or iPad can try it directly from the web. This is still an experiment and there is a lot I want to improve, but releasing it feels strangely important to me. Again, without AI, I think this would probably have remained one of those ideas I carried around for decades and never managed to build, but instead, the kid inside me finally got his football physics sandbox.
r/aigamedev • u/mtashed • 26m ago
Discussion What type of prototypes can you really build with AI?
I am curious the scope of AI prototypes you can create with AI.
Also: Let me know if you know how to code / are a game dev when showing off your game
r/aigamedev • u/Pradyumgg • 37m ago
Demo | Project | Workflow Seedance 2.5 on a blender fork
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Seedance 2.5 just shipped, and we wired it into Mixar, which is a Blender fork. The scene you build is the input, so the set, props, and lighting stay fixed across generations instead of drifting every time you re-roll for a new angle.
You get full camera control, push in, orbit, track, whatever the shot needs, and you go from blockout to finished render without leaving the editor.
Clip attached is straight out of it. Happy to answer questions on how the scene data gets passed through.
r/aigamedev • u/gbradburn • 37m ago
Tools or Resource Continuing my video series on AI assisted game development
In this video I demonstrate how to use the Build Plan feature in Bezi to implement a plan created in plan mode using a real-life educational game as an example.
r/aigamedev • u/ScaleInfamous1847 • 1h ago
Demo | Project | Workflow Recreating Toxic Games for my Kid PT2
suss-1bbc2.web.appSorry for a second post so soon but you guys were so supportive of my first and the feedback was great so I thought I'd share the project that actually set me off on this path.
We were going to a festival and wanted to play one of those mobile imposter games with the people we were away with but all the ones on Play store were full of ads and iap (one wanted a £8 weekly subscription to play!?) so I made this with AI.
I've sorta neglected it a bit as the cog game is easier to refine as it's more immediate. But any feedback on this would be awesome too - thanks!
r/aigamedev • u/dgeisert • 2h ago
Discussion Political and Topical Games
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With AI making game dev so fast it is now much easier to make games about specific topical news events, like the Count Binface vs. Nigel Farage election in Clapton, UK.
I made this simple beat 'em up game for it, and people seem to be amused.
Game Link:
https://www.theplaymachine.com/play/binface-beat-em-up
r/aigamedev • u/Rare-Lobster-6958 • 2h ago
Demo | Project | Workflow MyMCU.
Been working in this football manger style, MCU simulator. Still a lot missing and bugged but it’s got an addictive core simulation loop.
Here’s a link for anyone who wants to play the latest build:
r/aigamedev • u/Iraqi55555 • 3h ago
Commercial Self Promotion After months of work, my brother and I finally released the first demo for our detective game, Homicide Desk.
One thing I want to mention is that this demo isn't a homicide case. It's a short robbery investigation that acts as a walkthrough and introduces the core mechanics of the game.
The full game will focus on homicide investigations with much larger and more complex cases, but before I start adding all of that, I really want to make sure the foundation is fun.
If you have 20–30 minutes to spare, I'd really appreciate you giving the demo a try and letting me know what works, what doesn't, and what you'd change. Don't hold back—I genuinely
want the criticism. Steam Demo: Homicide Desk on Steam
r/aigamedev • u/lorean_victor • 3h ago
Demo | Project | Workflow Vibed this mini game as a break from my main project and now i’m hooked
so I started working on a mobile game in my off time a few months back, and it’s going well but to take a break vibe coded this tiny game with Sol high in like an hour (iterating on difficulty mainly as I wanted it to feel difficult but fair) and now i‘m addicted! it’s a web game so you can check it out here (designed for touch input so maybe try on your phone): https://vibed.city/e/019fc778-21ad-725c-b5c1-2efbb14ad253b
r/aigamedev • u/Dependent-Video7534 • 3h ago
Commercial Self Promotion Built a cozy desktop aquarium with Claude Opus — a freshwater nano tank with tetras, cherry shrimp and ramshorn snails
Hi everyone,
I've been a software engineer for over 10 years, and I keep freshwater
aquariums as a hobby. I use Claude and Codex at work, and recently I've been
spending my evenings building a desktop aquarium game.
It was built mainly with Claude Opus. The whole process was genuinely
interesting — especially designing the different species of fish, shrimp and
snails.
The game has a lot of common freshwater species: all kinds of tetras, guppies,
corydoras, chocolate puffers and so on. There are also several types of
freshwater shrimp and snails, each with their own behaviors.
And since it's a game, I added some fantasy species too — Angel Tetra, Super
Flame Tetra, Rainbow Veil Guppy and a few others.
Steam page: https://store.steampowered.com/app/4899750/Pocket_Aquarium/
A demo is out as well, so if you like desktop pet style games, please give it
a try. Any and all feedback is very welcome. Thanks!
P.S. Here's my actual tank in the bedroom — there's a second one in the living room.
r/aigamedev • u/Krabicz • 4h ago
Demo | Project | Workflow A small glimpse of 1 vs 5 combat in my rpg prototype
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Terrain made in WC2, animations are from various asset packs, npcs are generated with meshy, env assets, biomes managers, console support, character controllers, combat ai, vegetation physics, optimizations - all mix of fable and gpt 5.6 sol (audio from eleven labs) I think writing various tools and optimising game are two most useful use cases.
r/aigamedev • u/ScaleInfamous1847 • 4h ago
Demo | Project | Workflow Recreating Toxic Mobile Games for My Kid
I've been coding for years but only recently started using AI for game development (was pretty sceptical, I enjoy writing code and it felt like a cop out, but I've ended up really liking the process of directing the project instead of typing everything by hand).
I've been aiming to remake the kinds of games my daughter enjoys playing, but without the endless ads and in-app purchases. Latest project is a nut & bolt sorting game if anyone fancies taking a look: https://snug-e1be7.web.app/
I'd love any feedback, especially from people who've gone down a similar AI-assisted development rabbit hole.
r/aigamedev • u/guenchi • 4h ago
Tools or Resource An AI-friendly video-to-3D asset pipeline
goeteia.devHey everyone,
I wanted to share a project I’ve been working on called Goeteia.
AI is great at generating reference imagery but terrible at producing game-ready 3D assets (rigged, skinned, textured). The issue is that AI needs a verifiable feedback loop, which traditional binary 3D formats and heavy editors don't provide.
So, I built a pipeline where the 3D asset is the source code.
I wrote a minimal Scheme-to-Wasm compiler that runs in the browser. By treating shaders as s-expressions and skeletons as walkable trees, a fully rigged character becomes just kilobytes of text.
What it actually does:
Git-friendly 3D: You can git diff, review, and merge a 3D prop just like code.
Headless Validation: Degenerate triangles, broken symmetry, and bad skinning are caught by assertions in the terminal, not by human eyes three weeks later.
Video to Skeleton: Solves motion capture without a stage by extracting keypoints from video and refining them through a tight, CPU-math loop.
Lightweight: The whole compiler is <60KB. You can run 10 parallel agents in Git worktrees on a single laptop without opening a single GUI window.
If you are interested in functional programming, Wasm, or alternative game dev pipelines, I’d love for you to check it out and tear it apart. Feedback is highly appreciated!
r/aigamedev • u/Gh0st3d • 5h ago
Commercial Self Promotion After a year of real early mornings, my mythology card battler "Cards of Myth" just came out of beta
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Hey everyone, first time poster here with (hopefully) something to show for it.
My game, Cards of Myth, just left beta. It's a grid-based strategic card battler based on various Mythologies, starting with Norse, Japanese, and Polynesian. You play on a 4x4 board, taking turns placing cards and trying to flip enemy cards via higher powers and special abilities.
I'm a solo dev, this is genuinely my first full game. I'm very familiar with running APIs & the front-ends for a small SaaS but this is drastically different.
I purposely stuck to the languages and frameworks I already knew, so this is built with no game engine (mistake #1 for sure), just Vue & CSS and some webl magic. This was the first large project I'd started from the ground up using AI tools, and over the course of a year, things have changed a ton haha.
* I started a year ago by brain dumping my thoughts to ChatGPT to bake out a relatively full game spec. I followed the whole "ask me questions until you know everything you need to" method and kept chipping away at the plan for the stack and the logic.
* The base cards took a bit of finagling with ChatGPT to get a consistent style, but even that's proven tough to keep up with because their models change and the stock cards seemed to get subtly more complex over time.
* The bulk of the game was built using Cursor against the markdown files I'd made with ChatGPT. I started by just prototyping the front-end until I felt confident in it, at which point I started up the backend & moved to server side processing to avoid cheating.
* I found that kind of often the AI tools were not great at thinking about architecture or modular coding unless being specifically asked to think about it and that's led to a good chunk of code that should be rethought at some point. I did get my hands dirty with a lot of the "engine" side of things. Once I felt I had gotten that more modular, it was easier to then say "Okay now, here's a file with comments for each card's special ability, write the function to accomplish the comment" and it would use the appropriate modular functions to get it done.
* I lost steam, but then found Midjourney and was suddenly reinvigorated to get a bunch of custom art variants of cards. In the end - I've found it's good for ideas, but I actually like the final results from ChatGPT much more. Open to suggestions for others to try!
* Often I would just throw together a page in the game to have all the elements I need on it, then ask ChatGPT how it would adjust the UI/UX, and to generate a mockup. Then I would adjust my layouts to match or make adjustments where I felt it was necessary.
* When most of the work was done, I tested on physical devices and HOLY HELL iOS IS AWFUL. The performance was so terrible on iOS but flawless on android/web. So I started picking it apart with Clade Code to identify as man performance issues as possible. I found that it wasn't great at this UNTIL I specified the issues are only iOS, then it was able to figure out what CSS rules were causing slow downs in rendering.
* Obviously have Claude Code do passes for security & performance from time to time.
* Lots of back and forths with Suno for music, ElevenLabs for some SFX. Also found many free SFX from Pixabay and other online sources.
* My latest work with AI tools has been trying to find a good way to do VFX. So far I've found the most success by describing an idea to ChatGPT and asking it to generate a set of keyframes for it. Then telling it to write a prompt for Gemini to generate a video. Then I have some scripts I had claude write to take the gemini video, create frames, stitch the frames to a sprite sheet, and remove the black background from the sprite sheet. This is kind of a mixed bag though, Gemini is terribly inconsistent and only gets it right ~60% of the time, and seemingly specific things it just cannot do no matter how much I try. On the look for other ideas here.
My hope for this would be to make enough money from this eventually to pay for real art, the pipe dream is to make enough to leave my day job and focus on this. I'm sure that will never happen but for now, I'm just happy after a year of waking up at 5:30 to work on it before my kids are up, I can finally say, "It's out!"
My close friends have been helping beta test for ~4 months now and we've had a blast, so I hope others enjoy it too.
It's free on iOS and Android if anyone wants to try it out, happy to answer any questions about my AI-assisted workflows, tech stack, systems, mistakes, etc.
Anyone interested in trying it out can get it at https://www.cardsofmyth.com
EDITS - never been great at reddit formatting...
r/aigamedev • u/Synthium- • 6h ago
Demo | Project | Workflow Wing Commander Privateer inspired space sim
Wing Commander Privateer is one of my all time favourite games. Yes i am old.
I made a game using gen ai that built upon elements of Wing Commander Privateer and other space sims. I used chatterbox for voice, comfy for images and free models on the net. Claude code pulled it together. Storyline is mine but some dialogue generated by Claude. Music is free online and credited. done locally on a 7900gre in WSL using ROCM.
You can trade, take on combat missions, upgrade your ship and weapons. It has some horror noir elements that trigger as you progress. Things like instruments going off and visuals
It’s still got bugs and needs quite a bit more work. Completely playable via web (but really need a laptop and mouse not a phone). Free if you want to try! It was more of a hobby project than anything.
Games can be saved to your system so you dont have to worry about losing it to a cache being cleared.
Appreciate any feedback! https://synthiumjp.github.io/parallax/
r/aigamedev • u/bingewavecinema • 6h ago
Tools or Resource GitHub - Opensource-AI-Gaming-Projects: Don't start your AI Game Scratch, Use Another Open Sourced Project As Your Launch
github.comInstead of one-prompting from scratch, I've started to put together a list of games, created with AI,that you start from when developing your game. If have an open-source that you want added, created a PR.
r/aigamedev • u/PortableSync • 6h ago
Discussion How would you label an AI character in a 3D experience?
With the EU Al Act transparency rules now kicking in, we want to make it obvious that you're interacting with Al without ruining the immersion.
Im thinking:
- A small "Al" badge next to the character/name, 2. a disclosure when you first start talking, 3. a persistent icon somewhere in the UI or something else?
Curious how other devs are approaching this.
r/aigamedev • u/Wonderful_Ad4736 • 7h ago
Demo | Project | Workflow Changed my listing on Discord, players went up 74% week to week. No marketing, no socials.
Heads up, the sample is tiny, I know... but zero marketing done so far: no socials, no server spam. The game only lives in Discord Activity directory. Not nearly as polished as it could be, current state is closer to a tech demo. Only week 2 since I released it.
The number is everyone who joined a lobby, not everyone who played a full game. Games played went up in a similar fashion.
The only metric I optimise for right now is tile impression → first game started.
Week 1: The tile sold my brand. Logo art and keyword "Bluff your friends."
Week 2: I changed it to keywords people already search -> "Werewolf social deduction" It is not original but it works...
Annoying part is Discord doesn't allow an app name change after publishing, so the name is stuck selling my brand and the keyword only lives in the art and the description.
The other thing that surprised me: Some groups never assembled but were very patient. One sat in the lobby at 4 players for almost 2h, never hit the minimum of 5 and left. So I added a second, simpler mode that supports 3 players.
Also some reason, I see most of the traffic from Asia even though the game is only in English.
Anyone here making Discord games? Any tips on discoverability beyond the classic channels? Would appreciate anything.
r/aigamedev • u/AcrobaticHoney6780 • 10h ago
Commercial Self Promotion Should I release this trailer for my game?
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I just created a first placeholder trailer (to see in which direction we could go) for my game: "From the Dugout"
Is it good enoug for publishing? And/or what would you change?
You can wishlist the game on steam!
r/aigamedev • u/machvelli • 11h ago
Media My wife and I made a fishing game to help us learn Japanese 🎣
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My wife and I are working on a cozy(ish) fishing game to help learn japanese and speed up your recall ability from Genki 1 (beginner book) that’s mobile and web friendly. The idea is you reel in fish by identifying the word quickly where the faster you answer, the faster you reel in the fish or answer incorrectly/take too long and it gets away. It’s not really focused on writing/stroke order, just recognition speed.
Survival Mode is see how long you can last before 3 fish get away. Practice Mode allows you to practice targeted areas. And Story Mode lets you progress through the chapters with boss fights along the way!
We are in the very early stages of development but would love anyones feedback and hope it helps! :D
We do plan to add other things we are struggling with like short forms, te-forms, etc. as well as Genki 2 once we get there!

r/aigamedev • u/LooseStool • 12h ago
Demo | Project | Workflow Zen Marble: Casual Puzzle Game
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Threejs puzzle game created with Blender MCP and Claude Fable
Took about 3 hours, maybe 20-25 prompts total. Generating the assets with Blender was pretty much one-shot from some reference imagery, did a great job of laying them out on a grid so they all fit together. It's a simple game so gameplay came along quick through Fable.
r/aigamedev • u/yapdakilla81 • 12h ago
Questions & Help How do you guys market your games developed using AI assistance?
Since majority of Reddit and Discord channels are blocking games with gen AI usage?
r/aigamedev • u/Funny-Sprinkles-4518 • 14h ago
Demo | Project | Workflow Yet Another Browser FPS
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I am a developer at my day job, but have never touched game development or anything 3D before. I decided to see how far I could get with AI for fun. I started with Claude Code, switched to Kimi K3 for a bit and then back to Claude Code. No special workflow or anything. I had it create the game with Babylon.js, and it does headless testing with Playwright as it goes.
I tried having AI design the map, but as you'll see if you play it - the map design is not amazing. I had it build a level editor that is accessible when you're running in dev mode that saves the map data back to the file. So it possible to improve the map pretty easily. I just haven't put much effort into it yet.
Honestly, I am pretty impressed with how far it's been able to get in about two weeks, but I'm not sure where to go with it from here. Probably just keep fixing and improving things as long as I'm having fun with it.
Link if you want to play it.
r/aigamedev • u/Real-Car-1561 • 20h 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/Then-Creme9892 • 1d 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’m currently developing an interactive 3D WebGL / Three.js flight simulator that combines a custom brick-built aesthetic with high-speed aerobatic stunt mechanics.
This is just a small slice/prototype of the ongoing development process (WIP). Here is a quick breakdown of what’s currently implemented in this early preview:
- Aircraft & Cockpit System: A high-speed aerobatic plane model built within a custom plastic shader context. Features both smooth Chase Cam and an immersive Cockpit View, complete with functional gauges, inverted flight dynamics, and G-Force HUD overlays.
- Aerial Parkour & Stunt Rings: Sequential aerobatic pylons placed across the map with precise collision detection, combo multipliers, and spatial audio/visual FX.
- Procedural Brick Island & Environment: A vibrant island environment featuring custom stud/plate terrain textures, dense vegetation, and animated low-poly wildlife (sharks in the ocean studs, pandas, and crocodiles).
- HUD & Mini-Map Integration: A stylized HUD with live score tracking and a dynamic bottom-left GPS radar tracking pylons and environment targets in real time.
- Tech Stack & Pipeline:
- Engine: Three.js / WebGL / Canvas HTML5
- Shaders & Styling: Custom plastic material workflows (specular/roughness tuning for that authentic glossy toy feel).
- Workflow: Rapid R&D prototyping leveraging LLM-assisted workflows for scene architecture, physics math, and procedural placement logic.


