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Danny Limanseta

@DannyLimanseta • 34,366 subscribers

I make games with AI. Product Designer, Co-founder at Nurture and Reroll.

Shorts

In the past 1 month, I've made 9 game prototypes with Grok, Cursor and Windsurf. Here's how I usually start my initial prompts:👇

In the past 1 month, I've made 9 game prototypes with Grok, Cursor and Windsurf. Here's how I usually start my initial prompts:👇

382,092 次观看

I think I'm liking the game's main menu design!

I think I'm liking the game's main menu design!

75,664 次观看

Can't stop thinking about the art style Desimulate created so I tried to create it in Three.js to see if I could achieve a similar look and feel. I think I got pretty close with some careful pixel art billboarding and lighting. But there's some limitations to getting this particular perspective right so it would only work in environments where you limit where the player can walk to. Vibe coded on Grok 4, Claude Sonnet using Cursor.

Can't stop thinking about the art style Desimulate created so I tried to create it in Three.js to see if I could achieve a similar look and feel. I think I got pretty close with some careful pixel art billboarding and lighting. But there's some limitations to getting this particular perspective right so it would only work in environments where you limit where the player can walk to. Vibe coded on Grok 4, Claude Sonnet using Cursor.

232,509 次观看

It's coming together. I love watching the day to night cycle in the game menu. #vibejam

It's coming together. I love watching the day to night cycle in the game menu. #vibejam

104,508 次观看

You’ve probably seen some of the games I’ve been building with AI. I can't code. But with AI's help, I've built 15+ game prototypes in the past 6 months. That process has been eye-opening. It made me realize how fast game creation is evolving and how much easier it’s becoming to turn ideas into playable worlds. So I started Vibeforge, a Patreon where I share everything I’ve learned about using AI to make games: - Step-by-step vibe-coding guides (like this top-down auto-shooter) - Behind-the-scenes devlogs as I experiment with new prototypes - Game boilerplates you can modify for your own projects I’m joined by Aldric Chang, founder of the game studio behind 13Z: The Zodiac Trials ➡️ Wishlist on Steam!, Hellsweeper VR, Sairento VR and Gordian Quest. While I focus on AI-driven experimentation, Aldric will be sharing real-world lessons from traditional game development: design, production, and marketing, bridging both worlds. Whether you’re building your first prototype or dreaming up your next indie project, we welcome you to join us: See you on the inside.

You’ve probably seen some of the games I’ve been building with AI. I can't code. But with AI's help, I've built 15+ game prototypes in the past 6 months. That process has been eye-opening. It made me realize how fast game creation is evolving and how much easier it’s becoming to turn ideas into playable worlds. So I started Vibeforge, a Patreon where I share everything I’ve learned about using AI to make games: - Step-by-step vibe-coding guides (like this top-down auto-shooter) - Behind-the-scenes devlogs as I experiment with new prototypes - Game boilerplates you can modify for your own projects I’m joined by Aldric Chang, founder of the game studio behind 13Z: The Zodiac Trials ➡️ Wishlist on Steam!, Hellsweeper VR, Sairento VR and Gordian Quest. While I focus on AI-driven experimentation, Aldric will be sharing real-world lessons from traditional game development: design, production, and marketing, bridging both worlds. Whether you’re building your first prototype or dreaming up your next indie project, we welcome you to join us: See you on the inside.

76,932 次观看

Very pleasantly surprised to discover Cursor cloud agents can playtest the godot game I built. See the (sped up) video below of the agent playtesting the game. As I was watching it play the game, I can see the agent slowly learn how the game works and familiarise with the game's UI. I also realised that the agent is a very 'safe' player, choosing to play very safely and retreating from battle if it foresees it can't defeat. Very interesting to see. I wonder if I could simulate different game playtester behaviours that mimic different types of real-world player archetypes. With agentic playtesting, this means that the agents are able to provide actual gameplay feedback and suggestions to improve the game, having played the game itself. This unlocks a whole lot of possibilities for AI-assisted game dev, since it closes the playtest loop. This feels like the future of recursive game development, where agents can now recursively build > playtest > improve the games they are working on. Thanks edwin for letting me know that these agents can actually playtest games, not just software! Very excited to dig deeper to see what I can do with these agents with computer access!

Very pleasantly surprised to discover Cursor cloud agents can playtest the godot game I built. See the (sped up) video below of the agent playtesting the game. As I was watching it play the game, I can see the agent slowly learn how the game works and familiarise with the game's UI. I also realised that the agent is a very 'safe' player, choosing to play very safely and retreating from battle if it foresees it can't defeat. Very interesting to see. I wonder if I could simulate different game playtester behaviours that mimic different types of real-world player archetypes. With agentic playtesting, this means that the agents are able to provide actual gameplay feedback and suggestions to improve the game, having played the game itself. This unlocks a whole lot of possibilities for AI-assisted game dev, since it closes the playtest loop. This feels like the future of recursive game development, where agents can now recursively build > playtest > improve the games they are working on. Thanks edwin for letting me know that these agents can actually playtest games, not just software! Very excited to dig deeper to see what I can do with these agents with computer access!

52,534 次观看

I've been wanting to make an old school 3D dungeon crawler game and over the past couple of days, I made a simple 3D dungeon crawler prototype with 2.5D sprites. I'm still playing around with the procedural map placement and getting the lighting and ambient right. Vibe coded with Cursor for Godot engine.

I've been wanting to make an old school 3D dungeon crawler game and over the past couple of days, I made a simple 3D dungeon crawler prototype with 2.5D sprites. I'm still playing around with the procedural map placement and getting the lighting and ambient right. Vibe coded with Cursor for Godot engine.

22,290 次观看

Videos

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Yesterday, my boys and I vibe coded a game together. They tell me what they want in their game and I prompt it into Opus 5.5 to build it. And of course they picked "Zelda Breath of the Wild" inspired game, where they can explore an open world, do dungeon puzzles, fight mini bosses and a final boss. The twist is that the hero holds a giant paintbrush as a weapon, each color had a different attack and effect (red = fire, blue = ice, yellow = bounce, green = vines). And oh they also wanted to fly on the paintbrush. We spent our whole saturday playing and iterating on the game. It was great fun. I told them, the future is all about Imagination, whatever they can imagine, it will be manifested in a digital experience. At the end of the day, the game had: - 2 biomes (1 island and a bunch of floating islands) - Paintbrush-based combat (4 colors representing different effects and mechanics) - 3 dungeons with puzzles - An undeground cave - Unlockable flying paintbrush when you activate 4 crystals around the island - 30+ enemies and elites - 1 giant boss As you can see in the gameplaye video below, its not the most polished video game but it's so satisfying to see my boys getting bewildered when whatever they asked for, the game is built before their eyes. Of all the games I have vibe coded so far, this was the most satisfying because my boys were actively co-creating it and playing it. This is definitely not the last game we're making together, they have already started brainstorming their next game, hint: "Peak with grappling hooks and TNTs." You can play the game here, works only on desktop:

Danny Limanseta

1,235,266 次观看 • 21 天前

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I got to try Grok 4.5 in early access in Cursor for the past few days and I absolutely enjoyed it. It feels like Opus 4.8 at 2x the speed at a much cheaper price point. I tasked it to brainstorm > plan > implement a big feature for my game (this act 1 boss fight) and it did not disappoint. - It is much smarter than Composer 2.5, during planning mode, it is able to think through my request more robustly, ensuring that edge cases are covered and makes sure to ask the right questions to confirm with me first. - It is much better at brainstorming ideas/suggestions, similar to Opus 4.8, though I think Fable still edges out a little when it comes to brainstorming ideas and suggestions - It is FAST. probably the fastest of all frontier models (Opus 4.8, GPT 5.5 etc), which makes it a joy to build with, because I can stay in the flow - It has much improved visual/animation capabilities than Composer 2.5, it can code up animations (i wanted an explosion animation with particle effects) with much, much better visuals, animation movement and timing. This is a big leap and I was so happy to see this improvement. - The best part for me is that I can just use the same model from planning down to execution without switching to a lower cost model because the price point is cheaper than other frontier models. I'll be testing this model with more challenging tasks in the next few days but I think this is going to be my main driver for vibe coding for a while. Also, its nice to see Grok back in the race. 🙌

Danny Limanseta

1,431,098 次观看 • 3 个月前

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I’ve been using Grok Bot in early access for a little over a week now, and it has been a massive boost to my game dev workflow and my productivity in general. One of the first things I asked it to do was to visit my custom art generation tool webpage and generate art assets to replace all the image placeholders in my game. It looked through my codebase to understand what each asset was, wrote a custom art generation prompt for every single one, generated the images, cropped and cleaned them up into transparent PNGs, and then wired them back into the game. In about 2 hours, it generated 74 (cleaned and cropped) art assets for the cards and integrated all of them into my game. Now, ALL my art assets workflows go through Grok bot. This blew my mind because, before this, I was doing everything manually, one asset at a time. It basically solved my entire art asset workflow and allowed me to put it on autopilot, which is amazing. I’ve also been using Grok Bot for: Playtesting my game: The bot was a little slow initially, so I asked it to build a skill specifically designed to playtest my game, with intimate knowledge of its rules and mechanics. It’s much faster now, though I’m still looking for ways to optimise its speed. Setting up my itchio page for my game: It also automated a workflow that uploads a new build to itch whenever I push one to GitHub. Going to the itch website and uploading builds manually every single time was always a pain. Flowcharts and UX design: I’m a UX designer by day, so I decided to give it a much bigger task. I fed the agent a PRD and asked it to design the UX flows and wireframes. With the help of the Figma MCP, it actually delivered. Auditing all my paid subscriptions: I had it go through my emails and hunt down subscriptions that I might have forgotten about. Unsubscribing me from marketing newsletters: It did this beautifully, though it did miss a few newsletters. What I’ve learned is that it takes time to discover all the possible use cases for Grok bot. I’ve had to reevaluate my day-to-day workflows and figure out which parts I can delegate to it. So far, it has been a huge productivity unlock for me and I am discovering more uses for my Grok bots every other day.

Danny Limanseta

806,616 次观看 • 2 个月前