r/aigamedev

Image 1 — just test out Gemini's new image gen to make a spritesheet, wow
Image 2 — just test out Gemini's new image gen to make a spritesheet, wow
Image 3 — just test out Gemini's new image gen to make a spritesheet, wow

just test out Gemini's new image gen to make a spritesheet, wow

just tested out Gemini's new image gen and it is honestly quite nice.

Some frames are still bad but the overall quality is decent and the drifting is minimal.

since this isn't for a real project, I didn't bother to clean it up properly but I think this has more potentials than GPT Image 2.0

u/Square-Yam-3772 — 6 hours ago

We’re testing an AI-native browser game platform this Friday, and I’d love thoughts from AI game devs

I’ve been thinking about AI-native browser games and one problem keeps coming up: AI can generate content quickly, but that doesn’t always mean people actually want to play it.

We’re building a small AI-assisted game platform, and the main thing we’re trying to figure out is how to make AI support the gameplay instead of replacing it. Ideally, AI should help with creation, remixing, and faster iteration, while the player still has real choices, goals, and reasons to come back.

For people here working on AI games, what do you think separates a “cool AI demo” from something with actual gameplay value?

I’m happy to share more context if anyone’s interested.

u/Fearless_Shift7108 — 5 hours ago

As AI-assisted/"vibe coded" indie games become more common, what’s the best way to handle transparency when promoting projects online?

I’ve tried launching/promoting a few small web game prototypes on Reddit, and a recurring issue is that commenters almost immediately focus on whether the project was “vibe coded” or AI-assisted rather than the game itself. Sometimes the feedback is useful, but it can also derail the entire thread into accusations about AI usage.

I’m genuinely unsure what the best norm is here. On one hand, being honest about using AI tools seems better than pretending they weren’t involved. On the other hand, saying “vibe coded” upfront seems to make some people instantly dismiss the project as low-effort slop, even if there was still a lot of iteration, debugging, system work, UI cleanup, balancing, and manual decision-making involved.

For solo devs making small web games/prototypes with AI-assisted workflows, what do you think is the best approach?

  • be fully transparent upfront?
  • mention AI only if asked?
  • avoid the term “vibe coded” and say “AI-assisted” instead?
  • focus only on the game unless the workflow comes up?

Mostly trying to figure out where honesty helps versus where it just causes the whole discussion to become about AI instead of the actual project.

reddit.com
u/No-Mousse5653 — 10 hours ago
▲ 8 r/aigamedev+1 crossposts

Cursor for coding and chatgpt image gen 2 came out at the perfect time to help make this fun little browser game.

I was originally going to build it out in Unity but figured I'd try it out as a web game with cursor first - It was so close to my vision the first shot I figured I'd keep going.

And now with ChatGPT's new image gen capabilities I feel like we truly can make any asset or mock up to pass over to cursor to build.

Very cool process which I'm happy to chat about further. Also feel free Try it out at www.pokaria.com 

u/ProjektProgram — 5 hours ago

As AI makes gamedev more accessible what genre or style of game you think will get more value?

Imagine in like 10 years, the quantity of games we will have that are made at least partially by AI. At that point that will lower the value of these games if not by sheer amount of offer.

So the standards will rise and the value will shift towards something that is either harder to do or more rare...

This is hard to predict...Anyways, let me know what you thinkk

reddit.com
u/FutureLynx_ — 8 hours ago

Gamer all my life, working in game dev (art side) 7+ years. Share your BEST ai powered games in the comments and I will play them with honest reviews.

reddit.com
u/OwnEquipment6863 — 10 hours ago

A brutal realization

I recently launched my first android game: History Quiz: Chrono Clash https://play.google.com/store/apps/details?id=com.chronoclash.app&hl=en-US

It took me about 2-3 months of almost endless cycles of fixing, testing, adding new features, retesting, fixing, retesting.... During this, there were many 16 hour continuous sessions working on this. Planning, fixing, and changing how matchmaking claims, firestore reads/ writes, rewards, ranks, leaderboards, achievements, and the different game modes all work was hard even with Codex and Claude.

Even harder was optimizing the firebase usage while still keeping all functionality intact and secure, begging tester friends every few days to play the new update so I can test all features, generating images for almost 500 assets, and reiterating them until I could get a relatively decent image (even though I plan on replacing these with real art if the game gets any attention).

Finally, completed the play store review, optimized store listing, icons, screenshots, feature graphics, videos, worked on ASO, and launched the app. Aaaaaaaand nothing. No visibility.

Then it hit me. The bitter truth about production - it's not the hard part producing it and definitely not the part that matters the most. A below average game/ app with strong marketing will always outperform an excellent app with little marketing.

I was enjoying building it, I learnt so much about coding and apps, the different frameworks, the backend and so much more through this project, but I was being way too detailed, obsessed with optimization for a game I did not even know would get any attention or traffic.

It is disappointing, but I have not stopped. I'm still working on other games that are not as niche. I have finally been allowed to express my ideas that were limited due to not knowing how to program or code, and I will continue working on them!

I'm working on 3 other games right now, close to launching them soon too, while trying to share my experience with my first ever app; Chrono Clash and trying to put it out there.
My other games in Production: RedAce Studios

u/Red__Ace — 14 hours ago

solo dev - made a space rpg

This is StarWorld AI, a new kind of space RPG where AI drives just about every feature.

So far, it’s just on iOS, but will be excited to port to other platforms if more people like it.

As far as dev work goes: I spec features in markdown using IDD, polish them to ensure the game is holistically cohesive, then turn over implementation to copilot. To make implementation easier, I set up a multi-project workspace in vscode with both client and backend repos in context; easy work from there. Happy to share more with those who are curious!

https://apps.apple.com/us/app/starworld-ai/id6743031331

u/Diligent-Garage1773 — 11 hours ago
▲ 0 r/aigamedev+1 crossposts

I made a GTA: Tokyo game that you can actually click and play

Game Title:TokYU UNDERCOVER

Playable Link: https://reelquest.ai/game/Yv5mtYCmNaY_90Ayp4qY2

Platform: https://reelquest.ai/

Description: I really wanted to see what interesting things would happen if a GTA-style story took place in Tokyo.It's made by Seedance 2.0

Free to Play Status:

  • [ ] Free to play

Involvement: I and AI made this game

u/WingNo4314 — 9 hours ago

Whats the best open source model?

Im tired of all the new limits, just unsubscribed from everything, any help is much appreciated!

reddit.com
u/Trashy_io — 7 hours ago
▲ 10 r/aigamedev+3 crossposts

If you could create your dream mobile game with zero limits, what would it be?

You can decide everything:

- Genre

- Gameplay

- Story

- Multiplayer or singleplayer

- Progression system

I’m currently building a game and looking for ideas from real players instead of copying trends.

Drop your idea I might actually turn it into a real feature

reddit.com
u/arcadezone_fun — 17 hours ago

What do you use to create your character design?

I tried gemini and chatgpt, they either look too AI or if given a reference inspiration photo, they basically copy paste it.

reddit.com
u/Prior-Meeting1645 — 17 hours ago
▲ 2 r/aigamedev+1 crossposts

What’s one thing modern mobile games keep getting wrong?

Not talking about graphics or performance I mean game design itself.

For me, it feels like too many games focus on:

  • aggressive monetization
  • daily grind systems
  • endless currencies
  • FOMO mechanics

instead of just making a genuinely fun game people WANT to keep playing.

Curious what everyone else thinks.

What’s the biggest thing holding mobile gaming back right now?

reddit.com
u/arcadezone_fun — 14 hours ago

Beyond GGUF: Stacking 1.58-Bit LoRAs into Local "World Models" Is the End-Game for Game Engines (The "Animus" Architecture)

With the recent explosion of ternary (1.58-bit) models and sparse Mixture of Experts (MoE), we are rapidly approaching a massive paradigm shift in how games are built. Right now, companies like Ubisoft are actively pushing the boundary with runtime GenAI prototypes (like their NEO NPCs project and the recent first-person shooter prototype Teammates that interprets voice commands and intent dynamically).

But right now, they are still treating AI as an accessory bolted onto a traditional, rigid C++ engine (Unreal/Unity).

What happens when the Game Engine ITSELF is a local Ternary World Model?

Think about the math. Right now, a lot of us are jumping through insane optimization hoops just to squeeze 35B MoE models with high context windows onto consumer hardware like an 8GB VRAM 3070. But once native 1.58-bit (ternary) architecture becomes the standard for high-parameter MoE world models, multiplication is replaced entirely by basic addition/subtraction. The processing bottleneck completely shifts away from floating-point compute over to memory bandwidth, making standard CPU/System RAM incredibly fast at local inference.

The Game Engine as a "Model Mixer"

In this setup, game files on Steam wouldn't be 150GB of static texture files, uncompressed audio, and bounding-box collision code. The game client is a lightweight runtime wrapper hosting a highly optimized, local foundational world model trained entirely on the semantic physics, logic, and visual aesthetics of that specific universe.

Traditional game development transforms into Semantic Model Layering. Instead of writing code, you stack low-bit, modular adapters—exactly like LoRAs:

  • Base Layer: The historical world model (understands the core physics, structural logic, and environmental art style).
  • Mechanics LoRA: A ~250MB adapter injected to teach the base model specialized logistical rules (e.g., automated belts, item factory logic).
  • Movement LoRA: Overrides the kinematics layer to synthesize fluid wall-runs or parkour animations on the fly.

The Ultimate Cross-Game Interoperability: The "Online Animus"

Imagine a publisher like Ubisoft taking this architecture for an Assassin’s Creed game and introducing a web foundry called the "Online Animus."

Instead of an in-game character slider, players upload their own mixed-media data (voice clips, photos, or raw bone-rigging proportions from an FBX file). Ubisoft's cloud cluster runs a rapid Quantization-Aware Training (QAT) run, distilling your semantic DNA into a tight, highly compressed Identity LoRA Layer.

When you boot your local game client, you pull your identity packet down from the Animus cloud and hot-load those weights directly on top of the local historical world model:

  1. Visual Synthesis: The local model seamlessly integrates your physical traits into the era's art style, naturally draping period-accurate robes over your exact, custom proportions.
  2. Native Audio Processing: When you speak into your headset to distract an enemy guard, the local engine synthesizes your exact vocal timbre, translated flawlessly into conversational Latin or Japanese.
  3. Contextual Memory: When you log off, the local engine updates your personal LoRA weights based on your gameplay choices and stealth habits. Your identity retains memory of the simulation.

The Bottom Line

By moving from post-training quantization to native 1.58-bit world models, we completely decouple the creative assets from the runtime logic. Big studios can focus millions of dollars of compute on training the massive foundational historical sandboxes (the destination), while the players fully own the decentralized, luggable identity vehicles (the LoRAs) they use to explore them.

No more rigid collision bugs, no more blurry textures when you press your face against a wall, and no more walled-garden cosmetics.

How far away are we from an open-source framework or indie engine attempting this type of runtime model mixing? Are there any pipelines out there right now making modular weight-layer hot-swapping viable in an interactive loop?

reddit.com
u/drakkhis — 20 hours ago

TwinCity 1.0 Self Dev! Trying to bring back something i played when i was a kid!

Hey guys, this is Tomba, I'm the creator of TwinCity 1.0. We are now fully open and now have the Discord where everyone is fully welcome! If you join from the Discord link I give you, it will give you the roles and stuff to get you started in the Discord.

We have upgraded the website. The site is not fully done yet, but the main stuff is finished now.

We want to let everyone know we have now added donations and everything into the server, but this donation is not a pay-to-win scale at all. It is just QOL (quality of life) stuff, like helping you hunt and promo faster. Everything that you can donate for, you can get in-game; this is to ensure no pay-to-win features are in the server. We don't have any way you can progress your gear inside the donation shop—no meteors, no dragon balls. We did this to ensure the fairness and longevity of the game.

We have looked around a lot at the Xtremetop100 servers and more, and it just seems like a lot of them are mainly a copy-and-paste server with edits to the owner's liking. This server here is a true 1.0 classic experience, just like you remember when you were a kid.

The only things that were changed differently are that 2nd Reborn was added, and 2-hand warriors can use a shield. Why did we add 2nd Reborn? It was added to give more of a lucky chance while upgrading, and to help players experience more luck while hunting, double damage while attacking, immunity while fighting, and cheaper repairs (so it's a free repair while they are upgrading).

We have a lot of new features that we have added inside of the server. Most of the stuff is in our changelogs inside Discord. Our Discord is our information hub where you will get everything that's needed for the server. It will tell you what items dropped in-game, who socketed their items, and more. We even added a custom feature where when people get sockets in TC, a firework goes off!

We also added some new events that give out donation rewards, so you don't always have to donate—you just have to play and grind!!!

Enjoy TwinCity guys! This is my website and my Discord link:

https://discord.gg/hzJrmRCzsz

tqtwincity.com

u/Objective-Clerk2620 — 15 hours ago
▲ 5 r/aigamedev+3 crossposts

Built a looping “endless space” driving prototype

loll I felt it quite stress-relieving when driving in a open space, especially hitting the trees 🫣

u/AwesomePheobe1 — 20 hours ago
▲ 8 r/aigamedev+1 crossposts

Open source background removal app and MCP

Hi !

Months ago, actually probably closer to one year ago i had developed a tool for my workflow to remove background from images using latest open source tech, it worked great, much better than local photoshop even, started using it and that was it. Then times changed and the UI tool got a second life as headless mcp service for my agents. Yesterday was writing about my workflow and somebody mentioned i should opensource the tool, and so i did. The end...

Hope it will serve others as it did with me.

https://github.com/frozenpepper/FP-Background_Obliterator

P.S. first opensource release for me, and the readme file and general code / folder cleanup was done by the new Gemini Flash model... so... let me know if it needs fixing

reddit.com
u/orblabs — 16 hours ago
▲ 2 r/aigamedev+2 crossposts

If you could create your dream mobile game with zero limits, what would it be?

I’ve been thinking about how many great game ideas never get explored, especially on mobile.

So I’m curious

If you could design your ideal mobile game, what would it look like?

You can decide everything:

* Genre

* Gameplay

* Story

* Multiplayer or singleplayer

* Progression system

Would you go for something competitive, story-driven, co-op, or something completely unique?
Drop your idea below
I’d love to see what kind of games people actually want instead of the usual trends.
Let’s see what the community comes up with

reddit.com
u/arcadezone_fun — 17 hours ago
▲ 300 r/aigamedev+2 crossposts

Built a Fully Playable AI-Generated Character With Physics and Animations in Under 3 Hours

Built a fully playable AI-generated character with physics and animation setup in under 3 hours.

Workflow breakdown ⚙️

• Character concept using AI image generation
• 3D character generation from the concept
• Assembly and geometry cleanup in Blender
• Fast manual UV unwrap
• Texture cleanup and artifact fixing
• Material setup for game-ready use
• Free auto-rigging with AccuRig
• Importing the character into Unreal Engine 5
• UE5 animation retargeting
• Adding cloth physics with Chaos Clothing
• Final gameplay test in Unreal Engine 5

The goal was to test how fast an AI-assisted pipeline can turn a generated character into something actually playable, not just a static showcase model.

full guide https://www.youtube.com/watch?v=-GxVR8s_nZY