Make a video game with AI: a straight account of how it works

By Eduardo Orellana · Updated

Flockbay is free on your own Claude or ChatGPT plan. Claude Pro or Max, or ChatGPT Plus or higher, builds a real Godot project in the Godot editor. Claude Free and ChatGPT Free do not run here. More models are optional, a credit reload at API prices. Windows today. The engine is the official Godot release. Here is what happens, step by step, from installing the app to having a game you can play. No claims about typing a sentence and receiving a finished product.

Step one: it is a download

Flockbay is a desktop application for Windows. You install it like any other program. There is no browser version, and no version that runs on a phone or a tablet.

Inside it is a copy of Godot, the open-source engine. That is what your game actually runs on, on your own hardware, when you press play. Nothing is streamed from a server and nothing renders remotely.

You need an internet connection while you build, because the chat, asset generation and world data all come over the network. The game you have built plays without one.

Step two: you build a place

Before anything can happen in a game there has to be somewhere for it to happen. One question comes first, though: 2D or 3D, shown as two pictures. There is no default and nothing is created until you pick one. Same app either way — same builder, the same chat, told whichever world's own tools apply — but it decides what the place is made of.

Then you make it yourself, in the builder. In a 3D project, terrain gets sculpted, water takes an outline you draw, and sky and weather are settings of the world.

In a flat project, there is a sky colour and one band of scenery along the horizon, and the ground is a tile layer you paint. Drag to lay cells, drag to erase them, and the tiles, the edges and the collision all fall out of which cells are ground — you never pick a corner piece out of a palette, and painting the same cells in a different order gives you the same world back.

Either way, the things in it go where you put them: buildings, rocks, trees, furniture and characters in a solid world; pictures and scenes dropped, dragged, turned and resized with the mouse in a flat one. Assets come from generation, from the web, from your own files, or get built directly as geometry when that is the straightest route to something playable.

This part is manual on purpose. Describing where things go in sentences is slower and less accurate than putting them there.

More on this: Make a 3D game with AI, and know exactly which part the AI did

Step three: you describe what happens

This is where the AI is. You tell Flockbay in ordinary language what the game does — how the character moves, what the enemies want, what happens when you pick something up, when the level ends.

Flockbay writes GDScript into your project. Real files, real code, in a project you own. You are not required to read any of it.

You are required to play it. First versions are usually close and rarely correct, because the specifics of how something feels cannot be known before it exists. So you play, you say what is wrong, and it changes.

More on this: Make a game with AI and no coding, without a closed toolbox

Step four: the loop, which is most of the time

Play, find the annoyance, fix it, play again. That is game development, with or without AI. What AI removes is the part where fixing the annoyance means a week of learning.

What it does not remove is you noticing the annoyance in the first place. Nobody else knows what your game is supposed to feel like.

What it costs and what it does not do

Free to download, and the whole builder is free to use. Flockbay is free on your own AI: your Claude or ChatGPT plan, your own agent, or an API key. There is no team or per-seat tier.

It does not generate your game from a prompt, publish it to a store, or make design decisions for you. It removes the programming barrier and gives you a world builder, which turns out to be enough for a person with an idea and some patience.

More on this: A no-code game maker where the code still gets written

Mistakes that cost people their first week

Building the world before movement works. You will size everything wrong, because scale only makes sense relative to how fast the character moves.

Asking for six things before checking whether the first one was right. Each of them assumes the others, and untangling that takes longer than doing it in order.

And starting too big. An open world is not harder to build than a small one in this tool, which is exactly why it is a trap: the building is easy and the filling is not.

More on this: Making a game from a picture: what a reference image can and cannot do

Questions

What do I actually type?
Descriptions of behaviour, in plain language. Not code, and not descriptions of where objects go — you place those yourself.
What engine runs my game?
Open-source Godot, bundled with the app, running locally on your machine.
Can I make 2D as well as 3D?
Yes, and it is a choice you make when you create the project rather than a mode you go hunting for later. A 2D project opens playable — ground with a ledge, a floating platform, a character who walks, falls and jumps — and gets the same builder and the same chat as a 3D one.
Is any part of this in a browser?
No. It is a downloaded desktop app for Windows.
How much does it cost?
Free download, and you can build the whole world without paying. Flockbay is free on your own AI: your Claude or ChatGPT plan, your own agent, or an API key.