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3 rules to make a polished game with AI

Hugo -

Pixel art gameplay showing a ninja dashing across rooftops, a goblin smashing crates, and a frog catching flying creatures

Excuse my typos. I'm writing all of this by hand.

So in my previous blog post, we made a real GBA game using GPT-6. I spent some time polishing it and going back and forth with the LLM, so I wanted to share the few rules that helped me make it look polished.


1. Make iteration easy

Nowadays, modern LLMs such as Fable 5.1 and GPT-6 Astra are very, very smart. There is almost no point in messing around with MCPs, terminals, custom AI assistant chatbots, or complicated workflows: Just use your LLM.

If you need external services, just send your LLM the documentation or API reference link. It will be able to figure it out from there.

Some other tips:

  • Focus on small requests. Fix things one by one rather than sending a whole to-do list of fixes.
  • Ask your LLM for previews, recordings, comparisons, and even custom visualizations. This is super useful when comparing assets, for instance.

Ask your LLM to use APIs

You

Use the Sprite Fusion API to create a goblin with a hammer (idle + smash), wooden crates, brass coins, a spinning fan, and a steaming pipe in a chunky dieselpunk pixel art style.

Codex

Here's the matching asset set, including the goblin animations and animated props.

Splinter Shift asset: goblin idle
Goblin idle
Splinter Shift asset: hammer smash
Hammer smash
Splinter Shift asset: wooden crate
Wooden crate
Splinter Shift asset: brass coin
Brass coin
Splinter Shift asset: spinning fan
Spinning fan
Splinter Shift asset: steaming pipe
Steaming pipe
Smash these crates!

2. Don’t compromise on asset quality

If you want to make your game look great, you must aim for high-quality assets, period.

I myself tried a bunch of AI pixel art generators and ended up pairing with a friend to train a pixel art model from scratch, as the existing solutions were just not quiet usable for game development.

But spoiler: it's not magical. AI is here to help, not to do everything for you. You still need to try a few things, refine your art direction, ask for some edits, etc.

Judge assets at gameplay size, next to the rest of your art. Check readability and pixel scale. For the flying creature in my frog game, I asked for several variations with different shapes and colors to compare side by side.

Exploring flying creatures

You

I like the purple moth, but let's explore five alternatives with different shapes and colors. Keep the frog's pixel art style and show them beside the original.

Codex

Here are a few options! Which one’s your favorite?

Original moth, used in the frog demo
Original moth
Blueberry fly
Blueberry fly
Honeybee
Honeybee
Copper beetle
Copper beetle
Rose moth
Rose moth
Mint dragonfly
Mint dragonfly
Exaggerate squash and stretch!

3. Exaggerate your motion and effects

Studying motion design for years turned out to be immensely helpful for game development.

But to keep it short: exaggerate your motion and effects. Don’t make everything bounce and explode, of course, but when in doubt, exaggerate a bit more.

Motion principles

Squash & stretch: Stretch in flight. Squash on contact.

Squash & stretch

Stretch in flight. Squash on contact.

Anticipation: A small wind-up before the jump.

Anticipation

A small wind-up before the jump.

Slow in & slow out: Gray: linear. Gold: eased.

Slow in & slow out

Gray: linear. Gold: eased.

Arcs: Follow a curved path through space.

Arcs

Follow a curved path through space.

Follow-through: The tail keeps moving after the ball stops.

Follow-through

The tail keeps moving after the ball stops.

Exaggeration: Push the bounce, stretch and impact.

Exaggeration

Push the bounce, stretch and impact.

Exaggerate speed effects

Conclusion

I'll be short here:

  • Your setup should be leaner. Making a polished-looking game is a highly iterative process, so make your feedback loop as short as possible.
  • Care about your game assets. If you don't care, why should anyone else?
  • Study motion design.

Hugo


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