r/aigamedev • • 23h 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

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647 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!


r/aigamedev • • 27m ago

Discussion is this AI double standard true?

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• 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/


r/aigamedev • • 23h ago

Demo | Project | Workflow A month later - a lot of changes and a lot more to do

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186 Upvotes

I decided to change a lot of things in the past 2 weeks, so now we have the start of the story paved out. Mechanics in the same as before, but now with more objectives and more to come.

Yes, the animations are horrible still, I will work on them soon. The trailer shows some bugs also mostly in the speech bubbles.

The story is shaping like so: The sea rose and the world went under. You wake on a beach beside a wrecked boat, with no memory of how you got there. All that’s left is one scrap of land and an old camp someone abandoned long ago.

Light the cold fire with driftwood, salvage what you can from the wreck, and patch the old hut. On a nearby islet, an ancient whale-shaped altar holds three moss-covered cards. With them you can raise new land from the sea, tile by tile: forests, mountains with rivers, meadows to farm, beaches.

As the island grows, old things rise with it out of the deep. There are relics, pages from a keeper’s logbook, and a lighthouse that hasn’t burned in years. Light it again, and maybe someone out on the water will find their way to you.

Somewhere beyond the horizon, something very large is still moving through the sea.


r/aigamedev • • 16h ago

Discussion Opus5.5 Low to Max - New Experiment

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87 Upvotes

I pitted Opus5.5 low, medium, high, xhigh and max against each other, all using the same prompt without a reference image. All were allowed to use one sub-agent but surprisingly none did.

All were told to build a moody Godot 4.7 diorama of a cyberpunk alley, with rain slicked PBR surface, neon signs, bloom, volumetric fog, SDFGI, tone mapping, tile shift, depth of field, emissive signs, low angle hero shot. All agents were also instructed to use 3D Assets, and not to handroll any (not the actual prompt, just the summary).

Position Effort Build Time
Top Left low 5m 42s
Top Center medium 23m 32s
top right high 18m 1s
bottom left xhigh 42m 10s
bottom center max 1h 35m 22s

Which one do you think did the best?


r/aigamedev • • 21h ago

Demo | Project | Workflow Not sure if this counts as I don't use AI to actually develop my game, but I do use it to color and age all the in-game portraits I draw by hand.

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86 Upvotes

Overall it works pretty good at matching and aging my characters, but I do have to go through manually after to do clean-ups and cropping.

Game is Studio Sim


r/aigamedev • • 19h ago

Discussion Sol vs Fable vs Opus, who did better? Another experiment.

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81 Upvotes

another non-scientific experiment. Sol, Vs Fable, Vs Opus.

Similar results from them all, looks like sol starts to shine on high effort and above. All received the same prompt that claude created, a paper whale, ink river, bookshelf mountains,

Which one do you like better?


r/aigamedev • • 14h ago

Demo | Project | Workflow 27 days of vibe coding my game with GPT-6.1 Sol. Here's my progress!

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55 Upvotes

I've been working on my own game for 27 days using AI. I started with GPT-6 Astra but later switched to GPT-6.1 Sol because it uses around 5–10 times less of my usage limit while giving me similar results for most tasks. One of the biggest challenges was optimization. At first, 400 monsters could drop the game to 5 FPS, but after almost two weeks of testing and improving the code, it can now handle up to 1,000 monsters. The visuals and animations also need a lot of manual work. It's still an early prototype, but here's a short look at my progress! I'd love to hear your feedback, especially from anyone else using AI for game development.
Full video: https://youtu.be/mJx_IWZdCPo


r/aigamedev • • 12h ago

Demo | Project | Workflow Making a 2D/2.5D game inspired by INSIDE, set it North Korea.

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46 Upvotes

Currently in early stages :)


r/aigamedev • • 20h ago

Questions & Help Why is everyone making a fishing game?

40 Upvotes

Everday i checked on this sub, there's always one game being developed and its about fishing. Whats with the obsession with fishing games?


r/aigamedev • • 11h ago

Discussion Claude W/ Remotion, animate skill, and PixelLab.ai for quickly putting together cutscenes.

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33 Upvotes

Hi, not sure if people are already using this, but I wanted to share a proof of concept I created recently combining AI video editing with pixel assets for cutscene creation. I gave Claude an initial prompt detailing the specifics of the setting in question, a planet from one of my games, and instructed it to use Remotion in conjunction with generated assets to make this video.

Claude created a plan with individual cuts and timings based on what I asked for, incorporated my feedback, and prepared mockups for the pixel art generation, then edited together the assets using Remotion. Each cut gets its own .tsx file and the score was built by Claude using Python.

My prompts were not particularly deep here:

"I want to have this cloud session create animated content using remotion, animated via javascript https://github.com/cth9191/animate, asset generation via pixellab.ai midjourney & chatgpt pro. The goal is to produce personal animations and video content. Multiple topics and genres will be covered, but the initial test project is to create a short animation with a backing audio track. More details after repo and dependencies are configured."

"https://github.com/remotion-dev/remotion

Providing a link to the remotion repo if needed"

and finally:

"For the test run, the setting is on a planet that is 100% covered in city. A megalopolis planet called New Calidonia. This animated intro sequence should demonstrate daily life on the planet, describing both the fantastical elements and the mundane. A dog man and a robot argue over a parking space, a massively hairy alien hangs laundry on a balcony, an empty playground is built around a hologram of a tree. Each shot should be simple, short, and have some camera movement involved. Pixel art aesthetic is mandatory."


r/aigamedev • • 13h ago

Commercial Self Promotion im literally in highschool with zero coding experience and just made a 1940s FPS game using AI (Barnaby early alpha demo)

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29 Upvotes

hey guys, im still in high school and literally have zero coding background, but i always wanted to try making a game. i thought you needed a CS degree to even touch physics, but i spent the last few weeks using AI to help me build a prototype called Barnaby.

it’s a goofy 1940s slapstick FPS where you play as a 300lb mouse swinging between skyscrapers with sticky cheese strings the swinging physics were a total nightmare to fix through prompting, and the AI kept breaking my scripts once the file got too big, but seeing it actually work made me really want to learn real programming now.

its super rough and full of bugs, but i put a free early alpha build on itch if anyone wants to check it out or drop some feedback:https://vanzim2.itch.io/barnaby

any tips from real devs on how to stop LLMs from overwriting good code when fixing bugs? still super new to all this so any advice helps!


r/aigamedev • • 19h ago

Demo | Project | Workflow I Don't Know What I'm building But I'm Loving it

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26 Upvotes

I started building this because I wanted a place for myself. An island where I can find peace from the real world. A nice little island, trees, flowers, surrounded by the ocean.
Now I want a little campfire which I will add next.


r/aigamedev • • 16h ago

Tools or Resource How to make motion capture video (mocap) with ai

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22 Upvotes

I did this with Claude(Opus 5.5) running in the cloud. It should work locally too, but I haven’t tested that.

  1. Get a reference video. One continuous shot with the whole body in frame.
  2. Have Claude install the tools: MediaPipe, HMR 2.0, YOLO11 and Blender. Grab X Bot from Mixamo yourself and tell Claude to use it, otherwise it’ll make its own sloppy 3D character.
  3. MediaPipe finds the 2D joint positions (knees, ankles, wrists) in every frame, and HMR 2.0 turns that into a full 3D pose with depth and joint rotations, which is what actually drives the character.
  4. YOLO tracks the object in the video. For my game it’s a skateboard, but for you it could be a sword or anything else.
  5. Put it together in Blender and render. You can ask Claude to do this part too.
  6. Export as GLB or whatever format you need.

r/aigamedev • • 51m ago

Discussion Vibe Coder strikes again

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• Upvotes

FYI just because you use AI in your game, does not mean it is safe from AI cloner. If anything if AI can make your game, it can clone it


r/aigamedev • • 13h ago

Tools or Resource I built an editor where an AI assistant edits Super Mario 64 live while you play it

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15 Upvotes

Studio 64 runs the real SM64 (the decomp, compiled to WebAssembly) in your browser, with a level editor around it. You type something like "give me a shotgun" and it happens in the running game. No compile, no reload.

The part I think is interesting for this sub is how the AI is wired in. It doesn't generate the level or write code. It gets the same tools the editor gives a human: place a block, spawn an object, sculpt terrain, write a dialog line, change a game rule. So everything it does shows up as normal edits, and Ctrl+Z undoes them like your own. If it builds something dumb, you just undo it.

You can plug in Claude, OpenAI, Gemini, OpenRouter or a local model. If you don't connect anything, the chat and all AI buttons are hidden and it's a plain editor: 29 block materials, about 600 of the game's objects, terrain sculpting, roads and trees, dialogs in the game's font, a piano roll that plays the game's own instruments. At the end you can export a real N64 ROM or a .bps patch.

Trailer: https://www.youtube.com/watch?v=hcomzBaXxZo
Code (MIT, free): https://github.com/supermochi64/studio64


r/aigamedev • • 20h ago

Discussion Why are people anti-AI Game Dev?

11 Upvotes

Title.

Virtually everything these days is created and/or maintained using AI. Including even operating systems on their phones. So why are people so against it when it comes to games?

For me personally it’s more about “did they just slop this out with minimal to no effort?” If so, then yes fuck that shit.

I’d say the same thing if someone manually made a game with minimal to no effort.

But if you’re pouring so much time and energy into DESIGNING a game and every knob of it is tweaked by you, then why should it matter if it’s built using AI or not?

I’m probably preaching to the choir, but I’d like to understand the other side as well.


r/aigamedev • • 6h ago

Commercial Self Promotion Grim Reach Idle: Released 3 Months Ago, Now I Have Players With 1000h+ Played Time On Steam.

7 Upvotes

Hey everyone,

By now, some of you might recognize me or my game. I'm the solo developer behind Grim Reach Idle (https://store.steampowered.com/app/4915450/Grim_Reach_Idle/) , a (currently) singleplayer, scape-like dark fantasy idle RPG. What a tongue twister! I'm a software developer from germany and have only been developing games for a few months now. You read that right, i actually created a game, with the help of AI, that keeps players around for hundreds (now thousands!) of hours. You could argue "That's only because it's an idler" and yes, that's fair, but it's still a great achievement in my book!

First of all, thank you

I just want to thank everybody who gave my game a shot. I feel incredibly privileged to be able to say that my game has reached this amount of success. Some might think it's small or meaningless, but for my first release, this absolutely blew past my expectations. I poured my heart and soul into designing the perfect idler for myself, the way i wanted it to be. Seeing other people enjoy that is honestly a little hard to put into words. So sincerely, thank you, from the bottom of my heart. You're fulfilling this man-child's dream :)

I also wanted to share some of the things i learned while developing Grim Reach Idle and keeping it running after release.

"How did you market your game?"

This is the question i get the most. Honestly, this is my weakest skill by far, probably like many of us. I didn't really market my game at all. I put it up, waited until i could release it and... i just did. No planning, i didn't look at the wishlists, i honestly didn't care at the time. All i wanted was to make a good game and see if it reached the right people.

Does that mean you should do it the same way? Absolutely not. With what i know now about wishlists, conversion rates and all that, i'd say wishlists are very important to give your game a chance of getting noticed by the algorithm. What i'm trying to say is: don't stress so much about wishlists and numbers that you lose sight of making a good game you're proud of.

Project scope

Another problem i see here all the time. Alot of posts here are about projects that seem way too big for a single developer. And you might say "But you can't know if that's too much for someone!" You're right, i can't. But i do think a lot of people will burn out before they even finish half of what they planned. If you're making your first game, do something simpler. Ask yourself: "Do i have the tools and skills to take this game from 0 to 100?" And if the answer is no, start smaller.

I would love to make a 3D RPG in my own universe. Who wouldn't? But do i have reliable tools to make everything that would need? Not yet. 3D is still iffy with AI, and animations can be quirky if you aren't using pre-made assets. Having 5–6 nice Meshy models is cool, but can you REALLY scale that up to hundreds of NPCs? Will they look good together? Will the rigging work properly? Those are things you need to figure out before you've already sunk months into it. Do something simple so you can learn the fundamentals of good game design. Focus less on pretty graphics, try finding your own artstyle and make something that feels like yours.

The last 10% are the hardest

This is so disgustingly true that i want to throw up. I have three games in development, with Grim Reach Idle being the only one released so far, and i've felt this with every project. You'll chew away at those last 10% for weeks and months on end. Thats why i really recommend building your game in a way that makes things easy to revisit and change. Good architecture matters a lot, especially when you're working with AI and paying for token usage. You'll be coming back to things more often than you think.

And to everyone who needs to hear it: don't give up

Don't do this just for money or fame. You need passion, and you need to believe in what you're making. Keep learning, try to get better and push yourself to build something you're happy with. For me, making games used to be one of those things i'd dream about without knowing how to actually do it. Now i've released one, and people are spending their time playing it. That still feels a bit unreal. There are so many creative people who have ideas but were missing the skills to bring them to life. Being able to finally do that means a lot to me, and i'm sure i'm not the only one.

And fuck all the Anti-AI shit going on :-)

- Adhavar


r/aigamedev • • 12h ago

Community Event Nextfest Participants: Ask Steam to remove AI disclosure label in Survey

11 Upvotes

Should indie devs really have to suffer the consequences of being witch hunted and harassed when AAA developers are all using AI without disclosure willy nilly and get none of the hate? Let your voice be known in steam's survey for nextfest participants, remove the AI disclosure tag. A game should be measured by it's quality, not it's tag.


r/aigamedev • • 14h ago

Demo | Project | Workflow Made this cinematic game trailer in Unity in less than a day. What do you think?

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8 Upvotes

I challenged myself to create a cinematic game trailer from scratch in Unity in less than a day, with only a few hours to actually put it together.

I built the environment, handled the lighting, camera work, and cutscenes, and assembled everything myself. For the 3D assets, I experimented with Tripo AI to see how much I could achieve within such a short timeframe.

I'd love to hear your thoughts on the results, especially the quality of the AI-generated assets and how well they fit into the scene.

What do you think of the results? Anything you'd improve or approach differently?

See how I built it: https://youtu.be/zDbb2lkgtJo


r/aigamedev • • 16h ago

Media Using AI as a vibecoding partner on a UE5 C++ gallic wars themed RTS

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8 Upvotes

How I keep control of the outcome:

I write the design in Obsidian first: what a soldier senses, what triggers a break, how signifer buffs pass down.

I hand the AI a tight spec and ask for complete function replacements, not snippets.

I describe exactly what's wrong (for example, "the line breaks too early when the flank is still intact"), and iterate.

Anything that doesn't match the design gets thrown out. The AI speeds up implementation; the game design stays mine


r/aigamedev • • 21h ago

Questions & Help How are you guys shipping games in a week?

7 Upvotes

It takes me almost a month just to get a basic playable prototype of an Android game. No assets, no music, no VFX, nothing.

I'm running Codex around 15 hours a day, and progress still feels incredibly slow, especially with GPT-6.1 Sol.

Am I overcomplicating the planning process, is Codex just slow, or is this actually the normal pace of AI game development?

Genuinely curious how people are shipping entire games in days when it takes me weeks just to get something playable.


r/aigamedev • • 4h ago

Tools or Resource I made a free browser tool that turns 3D models into pixel art sprites - no more drawing every frame by hand (plus a sprite sheet slicer, GIF tools and a pixel editor)

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6 Upvotes

I've been making games as a hobbyist for a while. To simplify my own workflow I built an app, and since it might be useful for you too, I turned the idea into a website.

In my opinion, the hardest and most time-consuming part of 2D game development is drawing sprites frame by frame. So I put together a toolset to make that easier: you can take a 3D model with its animations and render 2D pixel art sprites from any angle you like, then edit and test them with the other tools on the site. And it's completely free.

What you can do with it:

- **3D → pixel art sprites:** load GLB, GLTF, FBX or OBJ models with their textures and animations (Mixamo, Meshy AI, Sketchfab and Blender files open as they are), render 1, 4 or 8 directions in front, side, top or isometric view, add toon shading, outlines and palettes, then export a sprite sheet (+ JSON for Phaser / TexturePacker), a GIF or PNG frames

- **GIF & APNG frame extractor:** split animated GIFs and APNGs into PNG frames, or combine your images into a GIF, APNG or sprite sheet

- **Sprite sheet slicer:** cut sheets by cell size, columns × rows or automatic sprite detection, remove the background and export PNGs, a GIF or a JSON atlas

- **Pixel editor:** draw and animate sprites with layers, frames, onion skin and classic palettes (PICO-8, DB32, Endesga)

Everything runs in your browser - your files are never uploaded. No account, no watermark.

I'm still working on it and improving it, so your feedback means a lot to me - bugs, missing features, anything.

https://pixelspritefx.com

Tutorial video: https://youtu.be/s9dGCEobJjE


r/aigamedev • • 16h ago

Questions & Help Help a noob understand

7 Upvotes

For as long as I can remember I have had game ideaS floating around in my head. I would love to be able to build these using ai. From what I have seen it is 100% doable.

I have been trying to watch videos of people explaining but it doesn't make a whole lot of sense, to be honest.

I know Claude is the go to. Currently I am trying to use Codex as I have a current got subscription.

I have also experimented with a few engines over the last few days (Godot, Unity and URE)

I think the biggest thing I um not understanding is how all the different tools you need linked together in order to be able to "vibe code" a game.

My experience with vibe coding is with Base44 to build apps, which is super straight forward to build apps.

I also understand to build system upon system and not try to do the whole thing at once.

If anyone can send me a DM and either give me a good explanation of how this all works and how to get started. Or point me to a resource you used to get started.

OR if there happens to be anyone making games in Melbourne Australia willing to show me how it works side by side that would be sick.

I have ideas but not the know-how.


r/aigamedev • • 20h ago

Commercial Self Promotion Lunker County: I made a 90s-style bass fishing game in three.js. You start with a 1977 half-ton, a 14 ft john boat and $250.

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7 Upvotes

Lunker County is a bass fishing game I’ve been building in plain JavaScript with three.js, no engine. It runs in a desktop browser: Lunker County

You start at a cabin with an old truck, a john boat on a trailer and $250. You drive the county roads to a landing, back the trailer down the ramp and launch.

What’s in it:

  • 7 waters (5 lakes, 2 rivers) and 14 species. Each species holds to its own cover and depth, by the hour and the season.
  • A 36-day year with weather. Bass feed ahead of a cold front and shut down behind it. In January the small lakes freeze, so you drill a hole and fish through the ice.
  • Lure colour matters by water clarity and light: natural colours in clear water and sun, dark ones at night, chartreuse in muddy water.
  • Rods, reels and line are bought separately. You set the drag in pounds, and the fight shows the strain against your line’s test.
  • 14 tournaments against 15 rival anglers. Blast-off is at 6 a.m., weigh-in at 3 p.m.
  • 3 trucks and 3 boats to buy, plus a fish finder, a livewell and a bigger trolling motor.
  • A town of 12 people. The bait shop sells tackle, the diner buys your catfish by the pound, and two old men play checkers on the gas station bench. One searches 6 moves ahead, the other 3.
  • 8 named fish with bounties on them, plus 5 species that have no business being in the county.
  • A journal, a 24-exposure disposable camera for photographing birds, and a magnifying glass that identifies 38 animals.
  • An idle mode where your angler casts on their own, for a second monitor.
  • Controller support and rebindable keys.

The terrain, sprites, sound effects and music are generated in code. The 38 field guide pictures were made with an AI image tool.

This is a work in progress, I'm still working on some of the graphics. The journal needs some work for the tabs, but is functional.

Lots of little QoL things are needed, but overall its in a pretty good place. I find it to be very relaxing.


r/aigamedev • • 21h ago

Commercial Self Promotion The Last Eagle – a 5-minute look at my solo medieval RPG (Work in Progress)

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6 Upvotes

Hi everyone! Some of you might remember my previous post – here's a 5-minute teaser stitched together from different parts of the game: the world map, towns, villages, taverns, the market and character creation.

I'm a solo developer working in Godot, and AI is a big part of how one person can build something this size. Most props and the UI art started as AI-generated 3D models and images, which I then clean up, retexture and fit into the game. On the code side I work with an AI coding assistant for gameplay systems, tools and pipeline scripts – things like batch-processing models in Blender, checking geometry, and building the capture and editing tools that made this very video. Characters, animations and the building kits are purchased packs that I adapt and extend.

There's a lot more I'd like to show, but I'm not happy with how some parts look yet. Right now I'm trying to raise enough to fix the things that bother me most.

Everything shown is a work in progress.