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I built a fully playable 3D platformer game in exactly 3 days, using almost entirely AI-generated assets. To test whether AI can really replace the asset grind, I came up with a steampunk cat universe from scratch and brought it straight into Unreal Engine 5. Here is how it...

17,426 просмотров • 6 месяцев назад •via X (Twitter)

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Day 18. Building the game I've dreamed of for 15 years with AI. I've learned how to build proper levels with AI. I take the design and the architecture, and AI helps me put it all together and check the balance. I made the first level of my game almost entirely by hand. I wanted to understand how it works and what I like, from how big the trees should be to how the textures tile. After a day digging around in the terrain tools it all made sense, and I could see how much of it could be automated by painting zones. Claude helped me a lot with the tileable textures. Matching the colors took a ton of iterations, and that was the hardest part of the whole level. For level two I took a different route. I built myself a simple HTML planner with a logical map of the level, where I place everything and design the layout. Painting a level and making it fun to play are two different jobs, so I kept the design for myself. We even made automated tests with Claude: 2D simulations that show which routes a player takes and how hard the level is. They're rough, but they give a real sense of how the level plays. Once the plan was ready, I handed everything to Claude, and 3-4 hours later I had a working level. It reused the patterns from my first level, scattered objects unevenly so nothing looks placed on a grid, and generated extra props whenever I asked. I showed it one example, it picked up what worked, and we turned that into a skill for the next levels. The video is a quick flight over level two, then how it got there, from my first sketch to the version I play now.

Stefan 3D AI

47,407 просмотров • 1 месяц назад

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 Atlas 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!

Jerome | InsaneUnreal

79,583 просмотров • 1 месяц назад