Create a Monkey Island Game with AI - Art, Puzzles & Voice Acting (Claude Opus 4.8, Fable 5, Cursor)

Chong-U — AI Oriented Dev
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🎮 VibeGameDev — My AI Game Dev Skills, Tutorials & Community ► https://aiod.dev/9r7 🍄 Spriterrific —Make Game-Ready AI Sprites With Prompts ►https://aiod.dev/smj 🚀 Get My FULL AI Builder System (ALL ACCESS) ► https://aiod.dev/tew I built a voiced, animated point-and-click adventure game with AI — art, character animation, voice acting, music, and a real puzzle engine. Then AI wrote me an unsolvable puzzle, and fixing it turned out to be the most important part. 🕒 TIMESTAMPS 00:00 Intro 01:11 Game Overview 03:15 Step 1: Mockups 05:23 Step 2: Generate puzzle design 07:21 Step 3: Seperating backgrounds 08:48 Step 4: Separating actors, props and hotspots 09:42 Step 5: Generating state variants 11:57 Step 6: Generating full animations 15:27 Step 7: Automating animation generations with Spriterrific 19:30 Step 8: Level Editor 21:24 Step 9: Character Gym 22:07 Step 10: Scriptable JSON Puzzle Engine 24:26 Step 11: Saving and Loading 25:24 Step 12: Voice Acting 26:03 Wrap Up: AI is great for point and click ganes This is the full pipeline: concept art funnel → consistent backgrounds & props → animated characters → AI voice acting → designing fair puzzles (and killing "moon logic") → a data-driven scene engine that makes the whole game editable as JSON. 🛠️ THE STACK • Art: Spriterrific • Animation: Spriterrific (anchor + image-to-video) • Voice / music / SFX: ElevenLabs • Splash loop: Grok Imagine (image-to-video) • Engine: Phaser 4 + TypeScript + Codex / Claude (Opus 4.8) 🚀 WHAT YOU'LL LEARN • A concept-art funnel that picks your game for you (brainstorm → narrow → refine) • Generating an entire scene's props as ONE chroma-key atlas (consistent by construction) • Animating a character from a single anchor with image-to-video — and locking its identity • Fixing the green-fringe problem every AI sprite has • Building a browser-based scene/level editor (navmesh, prop placement, character gym) • Casting + generating AI voices with ElevenLabs (and auto-wiring them to dialogue) • Why AI generates "moon logic" puzzles — and the workflow that prevents it • Authoring an adventure game as data: 2 verbs, when→do rules, one final gate • Making it feel real: intro cutscene, save system, credits #aigamedev #vibecoding #pointandclick #adventuregame #gamedev #ai #phaser #nanobanana #elevenlabs #codex #claude #indiedev #gamedevelopment #aiart #falai #claudecode #vibecoding #vibegamedev #fable5

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