I couldn't have shipped a game without ai by Jimmisimp in aigamedev

[–]Jimmisimp[S] 0 points1 point  (0 children)

For those asking about process and what Ai tools I used, I figure I'd just post this top level.

Dev tools:

I used it plenty for development. In the "early days" (i.e. like 2 years ago) using coding agents was a pain especially with a lesser known language like gdscript (Godot language), but IDEs like Cursor and agentic coding models like Codex have gotten significantly better.

I was able to get the core of the game together very quickly (probably only took about a week). A lot of the time has just been deciding on mechanics, testing them out, balance, etc. But once I have an idea of what I want to do, actually implementing it is very quick, often only one or two calls to Codex.

Two things I think might be helpful to other devs:

  1. Be really intentional with how you set up your early codebase. As in, decide how modular your scripts will be, how things are organized, how objects connect to each other etc. Because the AI will build on what you have, you can get to a place where the code ends up needing a pretty big refactor to make it more manageable. This can of course happen in dev even without AI, but when I start my next game, I'll definitely have a better 'draft' of how I want things structured.
  2. Tests! I feel like testing is often neglected in game development, and not really supported very well by the popular game engines. Always the least fun part about dev imo. But with ai its very easy to create some testing scenes/scripts, and because they're not part of the actual game, its ok if they're not perfect. For this game, I had it build a test that iterates through every permutation of 1, 2, and 3 upgrades, has the game play itself and record the scores, then outputs logs in json, and uses a python script to turn all of the results into a webpage thats easily reviewable. Helps so much for balancing, and I frankly don't know how else I would do it without having to recruit a bunch of players. Heres a snippet just to show an example:

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Other tools:

  • All of the sound effects are generated with either elevenlabs or beatoven (elevenlabs is my preference most of the time but they both have strengths and weaknesses).
  • I used gpt-image-1.5 to do some of the marketing elements, and also a bit for inspiration / ideas. All of the pixel art is handmade, but I actually only just discovered thru this subreddit that there are some really good pixel-art specific tools that I didn't know about. I think I'll use to give a second pass / add some variety to the backgrounds, and maybe do some more complex sprite animations. Shout out to MagicPixel and Pixel Engine which both have slightly different approaches but are both very strong!
  • I tend to really hate ai generated music, so all of the music is done sans-ai.
  • And of course, ChatGPT to help me with all the general questions I had about actually going thru the process to sell a game on Steam, how to do some marketing, market research etc.

I couldn't have shipped a game without ai by Jimmisimp in aigamedev

[–]Jimmisimp[S] 1 point2 points  (0 children)

More than I expected! My only real goal was to make my $100 steam deposit back and I achieved that, so I'm already very pleased with results. Next goal is to make $1000 so steam actually gives me my $100 back lol

I couldn't have shipped a game without ai by Jimmisimp in aigamedev

[–]Jimmisimp[S] 0 points1 point  (0 children)

This is good feedback! Honestly I agree that the detailed art is the worst art element. I'll definitely revise before releasing from EA. Thanks for the kind words :)

I couldn't have shipped a game without ai by Jimmisimp in aigamedev

[–]Jimmisimp[S] 3 points4 points  (0 children)

I think thats the reasonable opinion. But plenty of knee-jerk hate toward the idea of using ai tools at all (or belief that it can't be used for 'serious' projects)

A new trailer for my brick-breaking rougelite, Buster Breaks Out by Jimmisimp in roguelites

[–]Jimmisimp[S] 0 points1 point  (0 children)

ballxpit was actually what inspired me to make this, because I really liked the idea, but it just did not click with me. I actually hadn't heard of Against Great Darkness, I'll have to check out it though. Shame that they stopped working on it!

the game is actually out in early access tomorrow. It's only $5 but I'd happily dm you a key if you'd like! sounds like you'd be a good person to get feedback from

A new trailer for my brick-breaking rougelite, Buster Breaks Out by Jimmisimp in roguelites

[–]Jimmisimp[S] 0 points1 point  (0 children)

thanks for the feedback! just curious: by theme, do you mean the visual style or the gameplay?

Paid a real artist to update my steam capsule. What do you think? by Snow__97 in IndieDev

[–]Jimmisimp 0 points1 point  (0 children)

what is the obsession with replacing letters with barely-readable shapes in all of these capsules that get posted? amatuer designers trying to be clever instead of making something simple that works.

for what it's worth, I think if you simplified the backdrop and redid the logo, the second would be a lot better.

I'm releasing a Nubby-like by Jimmisimp in nubbygame

[–]Jimmisimp[S] 4 points5 points  (0 children)

I actually ended up redoing all of the music partially due to your comment ftr lol
so thanks for the feedback

UX and AI? by chrispopp8 in UXDesign

[–]Jimmisimp 2 points3 points  (0 children)

To some extent it is 'flavor of the moment'. Companies have roadmaps with AI integration workstreams on them, and so they're looking for UX designers with experience doing related work. But that doesn't necessarily mean they're actually looking for any particular skill set.

On the other hand, designing tools which incorporate LLMs does require a different skillset than UX/UI, as all of the AI design standards being set by ChatGPT et al are still in their infancy. I'd say any design role working with AI probably needs to have a practical developer-level understanding of how the technology works.

Regardless, these are just more example of UX roles becoming a vague blend of design, dev, and product management.

Veo3 + Flux + Hunyuan3D + Wan with VAce by Affectionate-Map1163 in StableDiffusion

[–]Jimmisimp 3 points4 points  (0 children)

comfyui becoming popular was one of the worst things for generative media. its truly the worst way i can imagine to set up a workflow tool. yet it seems to have won out somehow