Vibe coding video games is blowing up.
At the end of October, Simon Willison wrote that vibe coding games had just hit a turning point. Coding models' ability to use game engines (like Godot and Unity), plus the proliferation of tools to help them with it, is enabling an explosion of AI-driven game development.
However, getting a game from "WOW that's a cool demo I can't believe I made that" to "this is a real game" is still harder than you might think. Tools like the ones below can help. This is a curated list of the top 10 tools for AI game development.
Tool | What you use it for | Cost |
|---|---|---|
Claude Code or Codex | Writing and fixing the game code | $20-$200/mo depending on your tier |
Rosebud AI | Making a game in the browser without code | Free plan, paid upgrades |
Godot | Full 2D and 3D engine | Free |
Three.js | 3D games in the browser | Free |
Phaser | 2D games in the browser | Free |
Unity AI | AI built into the Unity editor | Credits, trial for Personal |
Blender | 3D models and animation | Free |
Meshy and Tripo | 3D models from a prompt or image | Free tier, then about $20/mo |
PixelLab | Pixel art sprites and tilesets | Subscription |
Soundza | Sound effects and music | Free |
1. Claude Code or Codex
I won't go in depth in this article on comparing Claude to Codex - that's a topic for a separate lengthy article (or series of articles). But suffice it to say if you want to do AI game development today, get familiar with one of these.
Claude Code and OpenAI's Codex can both run in your terminal. They read your project, edit files, run the build fix bugs and more. This is your primary AI agent.
Both Claude Code and Codex also have the ability to connect to and use an MCP server, which is one of the primary ways you will use them to interact with the other tools on this page.
One tip - start ideating in a normal chat, formulate a plan in artifacts and notion, and move to the CLI once you're ready to really build.
Cost: Comes with a paid Claude or Codex plan.
2. Rosebud AI
Rosebud is a tool for building games entirely in your browser, without having to use a terminal or separate game engine. You can describe a game in a text box, answer a few questions (e.g. 2D or 3D, mobile or desktop, solo vs multiplayer) and its assistant builds a first playable version. You make changes by chatting with it, or open the code and edit it yourself. 3D games are built on Three.js. I suggest using it for relatively simple games, not for multi-layered games or games with a lot of physics. It's a good place to start if you are brand new to game development, but you will probably quickly want to move on to using a full engine if you 'get serious'.
Cost: The free plan comes with 10,000 credits and needs no card. Paid plans add more credits and extras like a Windows build for Steam.
3. Godot
If you want a 'real' game engine and you're wondering which to start with, Godot is my recommendation. Godot is becoming the go-to for AI-driven game development, partially because claude code is so darn good at building with it.
Claude Code can control Godot via it's MCP server, which lets it launch the editor, run your project, create scenes, add nodes and read the debug output and more. Reading the debug output is especially helpful, because when the game crashes the agent sees the actual error and doesn't have to guess from the code.
To set it up in Claude Code, run this:
claude mcp add godot -- npx @coding-solo/godot-mcp
Cost: Free.
4. Three.js
Three.js is an open source library for creating 3D, interactive visuals with JavaScript, and it's surprisingly powerful. It has been around since 2010, so the models have probably seen plenty of Three.js code. It's great for making 3D web-based games and more powerful than you might exepct.
Because the game itself is just a web page, you can host it for free on GitHub Pages or Cloudflare Pages and players open the link without installing anything, which helps a lot in a game jam.
Cost: Free (MIT).
5. Phaser
Phaser is a free 2D browser games engine, great for things like platformers, puzzle games and shooters. Phaser 4 shipped in April 2026.
The repo has a skills folder written for AI coding agents, with one file per part of the engine (physics, input, cameras and so on). Point Claude Code or Cursor at it and it's much less likely to fall back on Phaser 3 code from old tutorials. One of the skills moves a Phaser 3 project to 4. For visual editing, Phaser Editor v5 has its own MCP server.
Cost: Free (MIT).
6. Unity AI
I think of Unity AI as "cursor for a game engine". It is a set of AI tools built into the game engine Unity 6 itself. You get an AI assistant that can see your scene and change it and update and debug code, generators for placeholder materials, sounds and 3D models, and an MCP server.
An AI gateway lets you bring your own Claude, Codex or Gemini subscription into the editor without spending Unity's credits. Unity tags everything its generators make as AI-generated, so you can find the placeholders before launch.
Cost: The assistant and generators use monthly credits. Unity Personal users get a 14-day trial, then it's $10 a month. Pro and Enterprise seats include credits.
7. Blender
Claude + Blender + Godot is becoming an increasingly popular stack. Use Blender to model, sculpt, texture, rig, and animate your 3D characters, props, and environments, then export it to Godot or Unity. It's free, and Blender 5.0 came out in November 2025.
Pro tip: BlenderMCP by Siddharth Ahuja connects Blender to Claude. Install the add-on in Blender, add the MCP server to Claude, then type requests like "make a low-poly tree" or "set up the lighting." Use it for blocking out scenes and for batch edits you'd otherwise write a script for. It can also run Python inside Blender, so save your file first.
Cost: Free.
8. Meshy and Tripo
Meshy and Tripo are AI tools for generating 3D models from text or image prompts. Use them for props, background objects and prototypes, etc.
Tripo is often recommended for clean low-poly models. Meshy can also rig and animate, which makes it the more common choice for characters. Both export formats Godot, Unity and Blender can open. Expect that you may need to clean the models up in Blender before they go in the game.
One tip - On a free tier, it can decide whether you have to credit the tool and whether you can sell the game.
Cost: Both have free tiers. Paid plans start around $20 a month.
9. Soundza
Soundza is our site. It's a free library of 17k+ sound effects and music for games, and everything on it is free for commercial use with no attribution.
Through the MCP server, Claude Code can search for "wooden door creak" or "8-bit coin pickup," download the file into your project and wire it up. If nothing fits, it can generate a new sound from a text prompt (250 a week, free) or a looping music track. Setup is on the developers page.
Cost: Free. A free API key raises the limits.
10. PixelLab
PixelLab is like Meshy or Tripo but for making pixel art: characters that walk in 4 or 8 directions, animations, tilesets and isometric tiles. It works as an Aseprite extension, in a web editor, through an API or through an MCP server.
With the MCP server, your coding agent can generate a character and its walk cycle, then write the code that uses it, without you exporting anything by hand. It suits games like top-down RPGs that need hundreds of tiles.
Cost: Subscription. MCP and the Aseprite extension need a paid plan.
For AI art that isn't pixel art, Scenario lets you train a model on your own drawings so new art matches what you already have.
Bonus: Vibe Toplist
VibeToplist is a fast-growing site and community for vibe-coded video games. It ranks games made with AI by player votes for the current month and lists around 500 so far, mostly browser games. After you're done with your game, you can it there to get more eyes on your game.
Putting it together
For a first browser game, we'd go in this order:
Start the idea in a Claude chat. If you're just starting out, make a quick demo in Phaser or Three.js, or if you're more serious then jump right to 1) Installing Godot 2) Having Claude code make a quick demo for you in there.
Make a git repo for your game and sync to it so you never lose your progress.
Connect the MCP servers you need, like PixelLab or Blender for art and Soundza for audio.
Playtest it yourself. Quest logic, difficulty and anything with several steps still need a person to try them.
Put it on GitHub Pages and list it on Vibe Toplist and other sites.
More tips:
Tell the model how the game should feel. A prompt like "Make the jump feel better" or "make it a LOT more fun" often does more than another list of mechanics.
Keep a list of where every asset came from, with the tool, the plan you were on and the license. This is much easier to do while you are developing than afterwards.
Commit to git before you let an agent edit anything, and especially before it touches Blender files or Godot scenes.

