AI Game Development
Building games with AI means driving real engines with AI coding tools, not asking a chatbot to make a game for you. These guides cover the techniques that actually work, from AI NPCs and procedural worlds to talking characters, AI art, and the assistants that write the code with you.
AI Game Development: The Complete Guide
The honest overview of making games with AI. What the tools can and cannot do, a realistic workflow, and how solo developers ship real games with AI assistance.
Read the guideAI Coding Assistants for Games
Using Cursor, Claude, and Copilot to build games in a real engine. Project setup, prompting for code that works, and where AI pair programming actually helps.
Read the guideAI NPCs and Game AI Behavior
The classic techniques behind enemies and agents: state machines, behavior trees, pathfinding, and steering. How to make NPCs that feel alive.
Read the guideLLM-Powered NPCs
Characters that talk back. Wiring large language models into NPCs for real dialogue, with memory, personality, and the latency and cost tradeoffs handled.
Read the guideAI Talking Characters
Voice, lip sync, and facial animation for game characters. How to make a character speak with synced visemes, blinks, and expression inside a real engine.
Read the guideProcedural Generation
Generate worlds, levels, and dungeons with code. Noise, terrain, wave function collapse, and roguelike levels, plus how AI generation compares.
Read the guideAI Game Art and Assets
Making sprites, 3D models, and textures with AI, and turning them into game ready assets. Which tools work, cleanup workflows, and the licensing reality.
Read the guideAI Game Audio and Music
AI for music, sound effects, and voice acting, plus the Web Audio basics to play it all in the browser with adaptive, dynamic soundtracks.
Read the guideGame Shaders and Visual Effects
Shaders are where games get their look. GLSL basics, fragment effects, post processing, and particles, applied inside Three.js and Babylon.js.
Read the guideGame Physics for the Web
Choosing and wiring a physics engine: Rapier, Cannon, Havok, and Ammo. Collisions, ragdolls, and constraints, with performance kept in check.
Read the guide