How fast can one dev go with AI? 5 weeks in, here's my whole process on After the Wind, my Monster Hunter meets Ragnarok Online game: every feature starts with an idea, research and built with Claude Code and Codex, judged in game and iterated. Gamedev has never been more fun
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GPT-6 made GTA 6 beach house using MCP tools! Running Astra only through Blender MCP didn’t work for me, since it was mainly using primitive shapes to build the assets. Now, with @Atlas3DAI workflows and Tripo, that changed! Initially, I thought Tripo P2 would be the way to go: low-poly results straight into Blender. I tried it, but I didn’t get the results I wanted. Don’t get me wrong, P2 is great and a big improvement over P1, I just wanted more detail for this project. So I ended up using Tripo 3.1. First, I needed a good starting point. I gave Astra some concept art and YouTube links, and it generated great reference images to work with. With Atlas workflows, I used those references to generate images for all the individual parts. Using Atlas MCP, I exported them and automatically renamed everything based on the prompts. The next step was feeding the images into Atlas Batch Composer so it could run all the 3D generations in one go. I asked Astra to optimize the generated assets to either 5K or 1K triangles, depending on their form and size. After a few tests, Astra made the process faster and faster. I gave it all 70 high-poly assets and let it run. Astra then took care of the whole build. It imported the optimized assets into Blender and used the reference images to start recreating the house. I only had to give it directional feedback twice and manually rescale a few things. There were still a lot of parts, though. Each beam was a separate object, and I knew that wasn’t ideal if I wanted to export the house to UEFN or Unreal Engine. So I asked Astra to export only the unique assets. Then, using UEFN MCP, it rebuilt everything 1:1 while reusing modular parts like beams and windows. I really enjoyed watching it place all the pieces in UEFN, almost like watching a timelapse of the house being built!
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一个人开发一款 3D 游戏,可能很快就不需要自己制作角色模型了。 Atlas 刚展示了一条很有意思的 AI 工作流。 先用 Flux 3 生成角色概念图,Tripo 3.1 生成高精度 3D 模型,再由 Blender Agent 优化模型、Atlas 自动绑定骨骼和制作动画,最后导入 Unreal Engine,连披风的布料物理效果都加上了。 最让我感兴趣的是骨骼绑定。 以前 AI 能生成漂亮的 3D 角色,但要让它真正跑起来、做动作,仍然需要大量人工处理。现在连手指关节都开始自动生成了。 演示中的动作还有些生硬,脚底滑动和穿模问题也没完全解决。 但我觉得这条路线很值得关注。 当 AI 可以批量生成游戏角色、场景、道具,再加上越来越成熟的 AI 编程工具,独立游戏开发的门槛可能会下降得比我们想象中更快。 未来最稀缺的,也许不再是把游戏做出来的技术,而是真正好玩的游戏创意。 回复有中有完整工作流地址。 x.com/Atlas3DAI/status/21140…
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为了方便使用AI做游戏时确定美术风格,我做了一个网站,收集了不少游戏的美术风格以及参考游戏,这个可以直接把风格名或风格参考发发给AI,让他知道要做什么。 gameartstyle.loopyhop.com
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如何用 Codex + Unreal 做游戏? 花了一周的时间,我将全战三国和骑马砍杀的经典玩法融合到了一起,用 AI 自制了一个小游戏 为此,我将开发流程汇编成一段视频,给大家提供制作思路,还有很多的地方没有完善,仅供参考
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vvv retweeted
i built a ghost-hunting game in unity 6 with claude opus 5.5... a haunted mansion, a vacuum pack, rooms that come back to life when you catch the ghost no code written by hand the trick is never asking for “a ghost game” in one prompt who does what: - unity 6: the mansion, lighting, physics, ui - blender + meshy: the hero, armchairs, plates, the fountain - elevenlabs: vacuum hum, ghost wails, doors - opus 5.5: c# scripts, scene setup, play tests, bug reports - you: play it and say what feels off and the rule that saves the project... one system per prompt, and commit after every system that works one bad batch then costs you seconds i like to get the ghost capture feeling good in grey boxes first there’s a smart way to set it up in article👇🏻
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- simple blender render .webp lighting states - satisfying click .mp3 - simple light switch UI
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vvv retweeted
here's how to build a game in Unreal Engine with Claude Opus 5.5... the trick is letting Opus work inside the live editor, but there's a smart way to set it up: - step 1: Unreal Engine 5 + the Third Person template, so you can walk and jump from minute one - step 2: enable Unreal MCP and AllToolsets in the editor, start the server - step 3: install Epic's plugin in Claude Code and have Opus read the project before it changes anything - step 4: one prompt builds a playable base level: a valley, a dirt path, a town at the end, 3 glowing collectibles - step 5: test the whole route with the default mannequin before any custom art - step 6: bring in a rigged character on the UE5 Mannequin skeleton, Opus swaps it in and wires walk, run and jump - step 7: import your forest and town assets, Opus places them along the route - step 8: refine in small batches: vegetation, lighting, a minimap, the town entrance and the rule that saves the project... a successful tool call doesn't mean the level is right check the editor after every batch, and never change terrain, lighting and character in one prompt
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ai한테 게임 개발 시킬때 3d에셋 찾느라 시간 보내지 말고 알아서 찾게 해야 해. 요 깃헙은 여러 에셋 사이트를 통합 검색하고 다운까지 하게 해주는 프로젝트야. mcp도 포함되 있으니까 바로 clone해서 쓰면 좋을것 같아. 아직 안써봤는데 애 등원시키고 해봐야지😆 github.com/arielshad/3d-asse…
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Just generated a 3D model – Azure Oni Warlord with Meshy AI. #Meshy #3D #AI #AIart #createdwithai meshy.ai/s/zzBzvw
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