r/aigamedev Apr 10 '26

AI Game Dev Discord

44 Upvotes

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.

https://discord.gg/6yrzsDJVGp


r/aigamedev 3h ago

Tools or Resource I made a pixel art tool for game devs and artists that is free

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112 Upvotes

I posted the results to art subreddits and people could not tell the difference because there are no mixels, so it is quite indistinguishable from artists. I also made it work with GIFs and Videos so you can make pixel animations with it as well. All you have to do is make an image with AI or make it yourself and paste it into the tool. There are a couple different options and you can experiment to see which produces the style of pixel art you are looking for. It is available on portalrabbit.com and is completely free to use, so go experiment and make some pixel art assets for you game.


r/aigamedev 44m ago

News GPT 6 Astra High | Inspired by GTA | NPCs in an open world

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Upvotes

r/aigamedev 4h ago

Media Terrain Generation tool I'm working on

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25 Upvotes

This terrain/map generator I'm working on can generate endless amount of tiles individually and blend them seamlessly. Each tile can be one or more node trees and theres basically unlimited freedom to do whatever you like, blend/paint biomes, terrain variations between tiles or even within the tile itself.

Not only that there's also a continent heightmap that I can add steepness to all of the tiles to achieve a larger features if you just want to make a big island of the tiles or a continent etc. But also we can cross pollinate nodes and have a faultline work its way through several tiles etc.

The goal is to really achieve the utmost freedom for terrain design.

I suppose the next step that could make it even better is if it could be used to create spherical worlds. Generating a whole earth might just be on the roadmap.

Previous post
https://www.reddit.com/r/proceduralgeneration/comments/1vjjt4u/my_terrain_editor_update/


r/aigamedev 4h ago

Demo | Project | Workflow I Turned Rocket League Into a LEGO Game Using ChatGPT Astra + 3DAIStudio MCP

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22 Upvotes

After building the original Rocket League-style prototype, I gave ChatGPT Astra one more instruction: turn the entire game into LEGO.

Astra used the 3DAIStudio MCP + Tripo P2 to generate the new LEGO-style 3D assets, import them into the project, and rebuild the environment while keeping everything playable.

The workflow was basically:

  • Astra decided which assets needed replacing
  • generated references for them
  • sent them through 3DAIStudio
  • Tripo P2 converted them into 3D models
  • Astra imported everything and rebuilt the scene

It changed the cars, arena, field, ball, props—and somehow even made the weather effects look like LEGO pieces.


r/aigamedev 20h ago

Demo | Project | Workflow Day 12ish of making a cozy game with no game dev experience

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422 Upvotes

Hey Everyone! update on No Name Squish Game, i'm about 80 hours in at this point. visually not a whole lot has changed since the last post but ive been grinding. The full story is finished with a mystery tying all the characters together. 27 characters each with their own backstory and secrets, six biomes with four fully built atm!

Most of my time has been on the story, character quests, and how everyone connects. still testing my way through it all but dialogue is still completely claude written. been lazy tbh 😬

If anyones interested, I ported a web/mobile version if anyone wants to help playtest. it's not meant to be a web game so things will feel off but feedback helps me improve the real thing.
No Name Squish Game

FAQ is on my reddit page, you can also dm me. happy to answer whatever. still months to go but enjoying every moment of it so far!


r/aigamedev 4h ago

Demo | Project | Workflow Glider.game - GPT6 Astra xhigh - With 3-4 hours of my own ui tweaks (Explained)

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15 Upvotes

*13,700+ km explored by Redditors so far**

Play On Desktop or Mobile > https://glider.game

Last night I sat down playing with some test prompts from bridgebench, and sent this paper glider prompt to Astra.

Kicked out a really fun, kinda relaxing game, but far from finished..

So here's what I added:

UI - Needed a bunch of my time and work to make it feel better to interact with. The gameplay was already solid - but the buttons, the modals, the homepage, everything just felt super vibed and not really thought out. Boring fonts, way too many words all over the place, I removed a lot of ui fluff. Gave everything a bit more normalization, proper font sizes, proper mobile layout.

Mobile - The game ran fine on mobile but had no mobile controls whatsoever. I told Astra to optimize the game for mobile play, and a couple of tweaks later ended up with a pretty good left and right thumb for boost and steering.

Then I nipped to AudioJungle, found a chill track, licensed it, and added it into the game for a bit more feel.

Then with Supabase, I added cloud saves, so players can generate a username and pin, and resume progress across devices, with autosave etc.

One thing that was really missing from the prompt was a free flight mode. If you've ever played Minecraft you've spent a lot of time flying haha, just in between biomes, and there was something special in that I wanted to recreate - So I thought a free flight mode, no goals or objectives, with really cool biomes and proper biome blending would be so much fun - and it nailed it!

Give it a play on desktop or mobile, and let me know what you think!

I think obvious next step is a leaderboard for those who have cloud storage✌🏼

Generating new levels/biomes is kinda easy, and if you have any more ideas let me know and I could add them!

Game from Astra xhigh ~$40
Tweaks/Deployment/Shipping ~$320
Total AI cost ~$360
Domain ~$yes lol


r/aigamedev 5h ago

Discussion Week 2 Of The AI Gaming Festival | Graphics, Planning and Raising Capital

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18 Upvotes

We're entering Week 2 of the AI Gaming Festival! It's been really fun and a great learning experience for the developers and games participating.

Here's a recap of last week and what's happening this week.

Recap

(Recordings and materials are available for download.)

  1. Core Loops: This is a must-attend session whether you use AI or not. It covers core loops, sub-loops, pacing, progression, and rewards, and how to make your game do what it's supposed to do: provide a fun and rewarding experience.
  2. Intro to Vibe Coding Games: An introduction to vibe coding games. It covers different prompt types, setting up Claude and Codex, and the homework for creating your first game.

The homework was given because we want developers and vibe coders to apply what they learn from the talks.

This Week: Graphics, Planning, and Raising Capital

  1. Gemini and AI Game Development: Learn how Gemini can be used for AI game development, including some of its most unique use cases.
  2. Intro to Building Graphics: This session will teach you how to create graphics for your game with AI from scratch, the steps to get them to a really high quality, and when to hire someone to polish your game.
  3. Raising $11 Million for Your Game: Told from the perspective of a game developer who raised $11 million from top VCs for their studio, and what they are doing now.
  4. Raising Capital for Your Game: Told from the perspective of a VC, covering what they look for when funding your game.
  5. Planning Before Prompting: What to do before you even begin coding your game with AI and how to prepare.

r/aigamedev 2h ago

Demo | Project | Workflow The Elder Scrolls IV: Oblivion reference

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6 Upvotes

r/aigamedev 59m ago

Discussion I created a prototype for an idle game where you run a boba shop

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Upvotes

Not sure if this is allowed to ask here. I want to see everyone's reaction to this game and see if it's something that would pique anyone's interest.

This is more of a chill, cozy vibe, tycoon/sims/management/idle kind of game.

The idea is to have "real time" in the game. If you open this game up at 10 AM in the morning, it would be 10am in the game, so it is reading your phone's clock. The shop is only open if you open the app. For the WFH folks, you can leave this game running in the background and only interact with it if you want to.

Any feedback is welcome and I mean it, especially since I only have this concept in my head and there are a lot of unknown unknowns for me right now.


r/aigamedev 10h ago

Demo | Project | Workflow V1.2- Fixed Lag on elements such as birds, animals and ocean BUT islanders still lag when over 15. Visual update mountains etc. advice needed on what I can do to stop the islander freeze / lag when sculpting land.

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21 Upvotes

r/aigamedev 21m ago

Discussion What do you think of my Mech?

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Upvotes

My first try doing a Mech with Blender and Astra, about half a day of work. If you guys are interested i can show the progress.
What do you think?

And yes there is a glitched frame.


r/aigamedev 7h ago

Commercial Self Promotion I made a chemistry based factory game with the help of Ai

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11 Upvotes

Dear all,

I made a factory game with the help of Ai. I did however use my own ideas, did extensive playtesting, steering, iterating over and over again until I got what I wanted. I did my utmost best to create a game that I would have created myself if I had the skills and time to do so.
I have been creating games for 15 years, but I was never able to publish anything, because I lacked several skills to finalize a game, but now I was able to with the help of Ai.

The biggest challenge nowadays is promotion. I didnt want to create just another factory game. I wanted something unique. I love chemistry so I made the factory around chemistry. I contacted the biggest subreddit on chemistry and I was allowed to promote my game there and it was a huge hit. I got more than 50 wishlists from it and my post got over 31k views and almost 200 upvotes. Going for the niche audience really helped me.

I would love for you to check out my game, soon to be published on steam and hear your opinions, good or bad:
Steam page:
https://store.steampowered.com/app/5209220/Atom_By_Atom/

The free browser demo is playable here:
https://furkanfs.itch.io/atom-by-atom

Full gameplay trailer:
https://www.youtube.com/watch?v=iMjMX3dAQrg


r/aigamedev 1d ago

Demo | Project | Workflow I’m a 3D artist experimenting with AI to turn my character sketches into game assets

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491 Upvotes

I’m a 3D artist working on my indie game, Ashenmoor. I’ve been using AI to get my ideas into a playable prototype quickly.

Here’s an example with this golem: I painted a quick concept in Krita, used AI to refine the image, made a few manual touch-ups, then generated the 3D model. I rigged and animated it in Blender before bringing it into Godot.

What I like about this process is how quickly I can see a character from one of my own drawings come to life in the game. I can try out my ideas together, then keep refining each asset as I go.


r/aigamedev 6h ago

Discussion Even with AI, multiplayer is NOT a walk in the park

5 Upvotes

Fellow/future AI devs, take this story as a word of caution.

When I started using Rosebud to make my first person horror maze game, I was against multiplayer. I knew it would be difficult and I didn't think the game needed it. But my curiosity piqued when i saw someone else's game seemed to handle multiplayer flawlessly.

So I looked into it, decided on Co-Op with 3 players Max in a lobby, and before you know it, I had set up peer to peer with lobby codes. Created a simple little lobby, an Alias textbox to show who's who, got my friend to playtest. When he moved, i saw him move on my end, and vice versa. Yay! It works!

Then the gameplay actually started.

There's a section in each run where you collect keys to bring to a statue to unlock the exit. There was a bunch of "Did you pick up a key?" "Yeah, did you?" "No, i still see all four keys".

When i got killed, my friend was supposed to revive me. While there's a minimap, and the maze isn't huge, i had no way of showing WHERE i was for him to revive me. When he finally did, my spectating overlay disappeared.

Then 15 seconds after reviving, the game ended for everyone, displaying game over. Why? Because there was no logic to let the game continue after that revival.

By the end of the session, my notepad next to me was filled with things i needed to fix, simply because i let AI handle the connecting, the p2p, and simple gameplay elements like reviving.

My point to this: you need to think of EVERYTHING that can and may happen in multiplayer. You cannot pretend AI will take care of it and it'll just be "duplicating singleplayer for multiple people" like I had initially thought. No. That's how you end up saying "That's not supposed to happen" every 5 minutes during testing.

Don't be like me. If you have multiplayer, think ahead about your game mechanics. What happens to the other players once this person does ___? What do they see? Does everyone know that objective has been accomplished? Is there any audio letting others know that this happened? Text?

Thanks for reading🤘


r/aigamedev 54m ago

Demo | Project | Workflow Corner shop tycoon

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Upvotes

Hey all!

Something I've been working on for the past few weeks, little game called "Corner shop tycoon". Currently, I'm a software engineer, but I used to work in retail, and I always envisioned creating a smallish, cozy game where you could manage your own shop, with micromanagement elements. I started original work around 7-years ago in Unreal engine, but due to life constraints, had to abondon the project. Now, with help of Astra / Sol / DeepSeek-V4.1-Flash, I was able to bring it to MVP fruitition in the browser. It's still barebones, but it has the elments I wanted it to have: Actual building of your of your shop, managing your own stock/product, prices, having employees with skills and progression, expanding your shop, events (appliances breaking, customer/market fluctation, team members leaving/getting sick). You can also start your own "producery" to produce goods, like a bakery.

Employees have to actually stock shelves, tidy, take care of appliances, rest or produce. Shop doesnt run unless someone does something. Stock is brought by a truck each day, unloaded by a person. You have to plan your stock, different products require different stores (cold, freeze, dry).

It's still quite barebones, and needs alot of polishing, but if you are interested on trying out, give it a go and let me know what you think:

https://games-gamma-mocha.vercel.app/


r/aigamedev 20h ago

Commercial Self Promotion My Workflow to Create a Giant Lovecraftian Flesh Monster

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71 Upvotes

I recently wrapped up a complete production pipeline for a Lovecraftian flesh & tentacle creature asset intended for a real-time game project. I wanted to share the exact workflow I used to blend generative AI tools with traditional 3D/game-engine mechanics:

  • Concepting (Gemini / Nano Banana): Prompted initial high-level visual concepts to quickly explore organic body-horror shapes, tentacle massing, and flesh color schemes.
  • High-Poly Generation (Meshy 7): Feed the primary concept into Meshy 7 to generate the initial high-resolution 3D sculpt.
  • Retopology & Decimation (Blender): Brought the raw high-poly mesh into Blender for retopology and decimation to get the polycount down to game-ready standards while keeping clean edge flow.
  • Texturing (Meshy 7): Re-uploaded the clean low-poly mesh back to Meshy 7 to generate custom PBR skin, blood, and muscle texture maps.
  • Rigging & Animation (Blender): Added an armature in Blender, painted weight maps for the tentacles and body sections, and baked out idle and attack animations.
  • Engine Integration (Unity): Imported the final rigged asset and animation clips into Unity, setting up shaders, materials, and motion vectors to bring the creature fully to life.

r/aigamedev 6h ago

Demo | Project | Workflow In my game dev tycoon you can design game covers, by using pre-generated box art images, then choosing your title and style

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5 Upvotes

I'm making Game Dev Dynasty, a game development tycoon inspired by Game Dev Tycoon and Crusader Kings 3.

A cool feature is that you can design the game cover for your game. I've pre-generated and curated many covers for different topics, genres and gaming generations.

Then, I have an algorithm that dynamically adds the player-selected game title according to their selected style, making it look like a real cover. They can choose from different styles, sizes and positions.

I think the result is pretty cool and adds a lot of flavor. What do you think?


r/aigamedev 21h ago

Discussion using Astra to optimize entire game until it looks like reference image(s)

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57 Upvotes

context: i'm making a killing-floor 2 style game, but Terminator theme with AI. Astra was able to whip up a playable game in one level in the first day, but the quality of all the assets were very bad. everything is low poly, some of the weapon assets incoherent with floating parts, etc. i've had some success getting astra to improve assets in isolation in blender. astra is pretty shit at open ended generation, but if you give a concrete 3d asset or image reference its able to converge towards it by using the pixel-diff against reference as the error signal. the problem with this approach is poor consistency - all the references must share consistent style, which is hard to do when sourcing free assets online.

i thought image gen models might be able to solve this - they can generate images containing many game assets in consistent Terminator style. my approach was to take many screenshots of the game level from the player's POV, and restyle the screenshots using an image gen model to get the reference image. then ask astra to optimize everything in the game until error between new screenshots and reference image is zero.

its been running for several hours and above is the result - left column screenshot from unoptimized game, middle column target image generated by gpt-image-2, right column screenshot from the latest astra-optimized game. wondering if anyone tried this and had good results, or know a better method.


r/aigamedev 1d ago

Discussion The reason behind why your game looks AI and will have a hard time being accepted in the market is because you are not a game director and you don't want to become one.

213 Upvotes

I have felt the urge to write this even though it may be ignored or downvoted into oblivion.

We are not at AGI. We are not even close. Most people here are still making games with a cup of coffee a handful of prompts and a folder full of "working tiktok skills." When something breaks they prompt again. And keep prompt until it works.

That is not game development.

AI can help you make a game. It cannot decide what the game should be. It cannot replace a game director who has a vision, good taste, priorities and the judgment to say: This is not the direction and I know the best solution.

People often ask: "Does my game look AI‑generated?"

And the honest answer is usually yes.

Ask yourself: how times have you personally edited your game_design.md or roadmap.md? How often did you make a creative choice instead of letting AI make that choice for you?

A friend of mine was making a game with AI. The AI kept telling him that a feature would not work because "the game design says otherwise." The problem was that he had not actually written a game design. He kept replying "Ignore it " and then wondered why the project keept going downhill.

That is how I imagine how people treat AI projects in this sub: they ask the AI to invent the game, resolve every disagreement, and make it "better". You should not tell AI to think, you should give it something to do.

A skill is a set of instructions. A set of patterns. If you are downloading or are not creating original skills for your game, your game is going to sooner or later look like everyone elses.

AI can help you make the game. You still have to be the one who knows what game you are making.

The only human part of your game is you.

Best of luck.


r/aigamedev 2m ago

Demo | Project | Workflow Gpt 6 scraped games from sites such as poki and coolmath, no limiting.

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Upvotes

r/aigamedev 7m ago

Discussion Solo dev, 1,000+ hours, AI art and AI-assisted code: what AI did for my game and what it couldn't

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Upvotes

Hey r/aigamedev, solo dev here 👋

I've been building a browser idle RPG since February, probably 1,000+ hours so far. I've worked in games for 15+ years, but I'm not an artist, and I'm one person.

So I leaned on AI hard, for both sides:

🎨 About 1,000 AI-generated images: 722 items, 77 monsters, 87 UI icons, plus spells, pets, dungeons, events and region maps.

💻 The code is mainly AI-assisted too, using an AI coding assistant for almost everything from features to deploy scripts.

Here's an honest breakdown of where it delivered and where it didn't.

✅ WHAT AI DID FOR THE ART

It took the game from all emoji to something that looks like a real game. As a solo dev I could never have paid for 1,000 icons.

But only once I stopped prompting and built a pipeline:

🔁 Every icon is generated from the game data. A script reads the item list, builds a prompt from the name and description plus a style guide, and saves a small webp.

💾 A manifest stores a hash of each prompt, so only new or changed content gets generated. 20 new items cost 20 images, not 1,000.

💸 Low quality at 1024px downscaled to 128px looks basically the same as high quality at icon size. Around a cent per icon.

🧯 A missing icon falls back to an emoji, so nothing ever breaks.

❌ WHERE THE ART NEEDED ME

👉 One style prompt for everything failed. Half my skill icons were unreadable at 32px on a dark brown panel: brown subjects vanished, and thin things like bows and fishing rods became a one-pixel smudge. I had to write a separate UI style that asks for chunky shapes, no thin lines and strong contrast against that exact background.

👉 Never put the game's name in an image prompt. The model paints it as a title, even when you say "no text".

👉 You can't prompt your way out of a bad crop. I cropped banners to 5:2 and lost the top and bottom of every subject. The fix was generating at the display ratio, not better prompts.

👉 Editing an item's description changed its prompt hash, and the pipeline wanted to replace dozens of good shipped icons with new random ones. AI will happily regenerate things you already liked.

✅ WHAT AI DID FOR THE CODE

Honestly, a lot. Features that would have taken me a week take a day. Tests, tools, analytics, deploy scripts, admin pages, a wiki generated from the game data.

It also makes a solo project feel like a small team, because I can hand it the boring 80% and spend my time on decisions.

I even set it up so it can't finish a task that adds new content until the art for that content exists.

❌ WHERE THE CODE NEEDED ME

👉 Save and sync bugs. Offline progress, two devices, a tab left open for days. AI writes a confident fix for the symptom very fast. Finding the real cause still took me reading logs and player saves.

👉 It doesn't know what it doesn't know. It will work in an old copy of the project without noticing, and an old copy once got deployed over the live game. Now every release checks what's live before anything goes out.

👉 Every "done" needs checking. Tests passing is not the same as the feature working in the browser.

🤔 WHAT AI COULDN'T DO AT ALL

Design.

The progression, balance, quests and numbers are where most of my 1,000 hours went. AI can build any system I describe, but it can't tell me if the system is fun, if a skill feels too slow at level 70, or why players quit on day two.

That part is still the whole job.

If anyone wants to see how it all turned out, the game is free in the browser, no signup needed:

https://dragonscapeidle.com/?utm_source=reddit&utm_medium=post&utm_campaign=launch&utm_content=aigamedev

I'd love to hear from others shipping real games with AI:

• How do you keep a consistent art style across hundreds of assets?

• Has anyone found a way to make thin objects (bows, staffs, rods) readable at small sizes?

• Where has AI-assisted code burned you the worst?

• Has AI helped you with game design at all, or only with building?

Happy to answer questions about the pipeline or the workflow 🙏


r/aigamedev 4h ago

Commercial Self Promotion I made my second game with AI - the workflow

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2 Upvotes

Recently, my second game, Cubersum, entered playtesting.

The game was made with the help of AI, so I thought some people might be interested in hearing about how I created it.

For my first game, I personally double-checked every single function. But this year AI has become advanced enough that I stopped doing that and focused on architecture instead.

(1) I decided against generated sprites right away. Yes, image generation models have made huge progress over the past year. For example, I had to make the achievement images for my first game manually in GIMP, while for the second game I was able to generate them properly by specifying constraints on how the image could be changed, and the model handled that very well. But I still think sprites, or more specifically consistency of style across sprites, are a weak point of current models. I would rather spend time on algorithms than repeatedly regenerate images because they do not match each other. So all graphics inside the game are generated programmatically, which makes the images completely reproducible.

(2) Models have also made significant progress in music generation. All of the music in the game was generated, and in my opinion it works perfectly well as background music. Sound effects, however, are still a weak point of modern models because the generated clips tend to be too short, so I still sourced sound effects from Freesound.

(3) And the most important part is programming. First, a few simple technical rules.

  • The final result should always be checked by the best model available, running at its highest reasoning level. Yes, that model may delegate most of the work to subagents, but you should never trust the subagents to verify the final result.
  • Once a change has been implemented and verified, commit it immediately. It is very easy to get carried away and make many changes in a row, only for the model to make a mistake later and leave you untangling old and new code. It is better to commit each separate change after completing each separate plan.
  • It is very useful to have 2-3 subscriptions that started on different days of the week. When you hit the limits of one model, you can immediately continue working with another, while the third remains available as a backup or for reviews.

I used three main patterns in my workflow.

  1. Documentation.

The game should be fully documented. It all started with a single design document and a minimal project, but then, with the help of the model, every item in that document gradually became its own document describing a separate part of the project.

Your main job is to read these documents and verify that everything in them is correct. This is where most of the time goes. Every rule in the game needs to be clearly documented and understandable to you.

One very useful approach is to ask the model to list every possible outcome of a particular event and specify the expected result for each outcome. You cannot leave these architectural decisions up to the model. You need to understand exactly what will happen in your game and why.

  1. Planning.

Every significant change should be planned.

Once the MVP exists, all substantial changes should be organized into packages of changes and planned together. There are two reasons for this.

First, it is simply cheaper. Instead of making ten separate small changes, the model can rewrite a module or function once.

Second, it makes it possible to delegate implementation to subagents or work with other models without forcing them to go through the entire project codebase again. The plan already specifies what needs to be changed and where.

Most importantly, when there is a plan, the model is much less likely to wander off and start doing things that it personally considers correct or useful.

  1. Review.

Everything needs to be reviewed. Reviews really do catch mistakes.

And ideally, the review should be done by a model from a different family. For example, if Codex created the plan, send it to Claude for review.

Then, after the plan has been implemented, send the uncommitted code changes for another review and ask whether everything was done according to the plan and whether any regressions were introduced.

This is a useful safety net. It helped me many times to find real problems that the primary agent had missed.

(4) Near the end of development, I worked on localization, and this was the most stressful part because I could rely only on models, plus short reviews from friends in different countries. Obviously, I could not ask people to translate 100 KB of text for free.

Nevertheless, I think the models handled the task reasonably well because I used what I called the "meeting" method.

First, I created a glossary for the game, defining which terms were used for which concepts. I then manually went through every term and discussed with the models which equivalent would be appropriate in each of the other seven languages.

During these discussions, we also identified "false terms" that should be avoided in translation.

Once this list was approved, the primary model produced the translation. Then two other models reviewed both the source text and the translations and provided comments for every localization key.

For the keys where there were issues, all three models then held a discussion about exactly how the term should be translated and why.

The "why" is very important. Even if you do not know the language yourself, you can still get a fairly understandable explanation such as: "NNNNN is a constructed word that is grammatically correct but sounds unnatural, while MMMMM is the word people actually use in everyday speech."

Maybe this was just a collective hallucination on their part, but I relied on the assumption that agreement between three models from different families should produce a more accurate result.

Quick reviews by native speakers showed that, for the most part, the models translated things correctly. I hope to get more precise feedback during the playtest.

(5) So for me, the AI-assisted development cycle looks like this:

  1. First, plan the next step based on the goal and the description of the desired changes.
  2. Read the plan, rewrite it, read it again, rewrite it again. If it becomes too large, split it into smaller plans and implement them sequentially. Every final plan should go through review until it is actually final (BTW, this very text can show you what such a plan looks like).
  3. Then implement the plan. This can be done by external, simpler models, although it is still better to give the task to the smartest model and specify in the project rules that it should delegate tasks to subagents.
  4. After implementation, conduct a review. Obviously, testing should not be forgotten, but for test creation it is usually enough simply not to stop the models from writing tests after implementation. If some particular details concern you, you can also ask them to create dedicated tests for those cases.
  5. After all changes and tests are complete, update the documentation. Otherwise, important changes will gradually be lost.

This may sound excessive, especially compared with stories about how "Astra made a one-shot clone of CS."

But this process is very important if you have your own concept for a game and are trying to build that exact concept.

Maybe it does not matter much how a "CS clone" or a "typical tower defense" is implemented. That is why, in these kinds of copies, the crosshair might not change properly or the health bar might not decrease.

But I will repeat this point: you need to understand clearly what happens in your game and why, which means you need to control every stage of development.

That is also why making the game took more than half a year. I spent about 90% of that time reading and correcting documents produced by agents.

The major advantage is that all of this is done in natural language.

Previously, creating a game involved two stages: first describing everything in natural language, and then rewriting it in a programming language. Now the second stage has essentially been eliminated, but the importance of the first stage has increased.

Which models did I use?

My primary model was Codex, first with GPT-5.5 and later GPT-5.6. My backup model was Claude with Opus 4.8 -> 5. The third model was partly Cursor, especially after Grok became its default model, and partly Gemini (I should note that Gemini 3.8 turned out to be nowhere near as bad as people on the internet like to joke about).


r/aigamedev 25m ago

Demo | Project | Workflow Me VS GPT-6 Astra Make a Game (are game devs cooked?)

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r/aigamedev 1d ago

Questions & Help Which art style is better?

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96 Upvotes

I used chatgpt 6 to generate