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From the workshop

How generative games actually get made.

Notes from building a studio where the brief is a sentence and the output is a playable build: what to put in a prompt, what the agent needs around it, how a build gets tested before you see it, and where the line sits on other people's worlds.

Feature

Mobile Monetization

Google AdMob ads and in-app purchases for the Android and iOS versions of your game. Pick the ad formats, say where they go and the agent wires them in. The browser version stays exactly as it was.

7 min read
Landscape

Epic Games goes "AI first": what we have learned building that way

Epic has delayed its Disney shooter and told the team there will be no more hand-written code. Every vbgnt game is already made like that. Here is what works and what does not.

6 min read
Product

arcadegnt: make games for free with the assistant you already use

A lighter vbgnt you add to Claude, ChatGPT or a coding agent. Your assistant writes the game; arcadegnt builds it, plays it on a desktop and a phone, and puts it online. Free, with no API keys.

7 min read
Collection

The Blue Ridge Horror Trilogy*: four horror games, each forked from the last

I always wanted to make horror games. In thirteen days I made four, set at night in the mountains of western North Carolina, each one a fork of the game before it. How they were built, what broke, and the desktop version with volumetric fog.

11 min read
Branded games

Ten branded games we built, from a product launch to a hospital ward

Two product launches, a warehouse safety course, a trade-show game and a portal of six games for a children's hospital, each built from a short brief for a made-up client. What each one does, why, and how to get one.

8 min read
Promote

We made a five-episode microdrama to promote a game

The Pawn Who Would Be King is a live-action fantasy series starring the heroes of a chess battler, with every episode ending on real gameplay. How the cast, the voices and the talking shots were made, what went wrong, and how to ask Promote for one.

7 min read
Feature

Pro mode: desktop games with Godot's full graphics

Tick Pro and the studio builds your game for Windows, macOS and Linux on Godot's desktop renderer: real-time global illumination, volumetric fog, reflections. The browser version stays as the preview you test with.

8 min read
Feature

Promote: short videos, Reddit posts and a posting schedule for your game

Say what the campaign is about and how long it runs, and the agent cuts vertical shorts from your real gameplay, writes every post, checks which subreddits will let you post, and lays it out day by day. Four games, four campaigns, and what it refuses to fake.

10 min read
Workflow

AI coding agents for game development, from 50+ games

A coding agent builds every game in the vbgnt studio. Here is which engine to give it, how to set it up, and the failures that only show up in production.

9 min read
Landscape

The best AI game generators in 2026, compared

Rosebud, Star, Astrocade, Google Playground, Tesana, GDevelop, Replit and vbgnt, judged on the same five questions, with every price taken from the vendor's own page.

9 min read
Beginners

Vibe coding games: what two years of jams show

Yes, if it is small. Two Vibe Jams and nearly 2,000 games show what vibe coding makes, where it breaks, and how to do it so the game works.

8 min read
Engine

Godot AI assistants and MCP servers, compared

Godot has no AI assistant of its own. Here is what the MCP servers, editor plugins and studios actually do, and how to tell a useful one from a chatbot.

8 min read
Publishing

How much does it cost to publish a game in 2026?

Between nothing and $100 up front, then a share of sales. Every store's fee in one table, and the costs that are not on any pricing page.

7 min read
Beginners

How to make a mobile game with AI, from app to store

Three routes, ending in three different places: a game inside an app, a web game on any phone, or a real app on Google Play and the App Store.

8 min read
New Model

Building three web games with our new model

A new model is now live in the studio model picker. On day one we used it to build Kartropolis, Cat Person, and Fat Bear Week.

5 min read
Shipping

The first vbgnt games are live on the App Store and Google Play

Potion Pile and Nine Heavens Ascent were written, illustrated, playtested, packaged and listed by the studio, then submitted by one person who wrote none of their code. Here is the division of labour, the step that still needs a Mac, and the one thing the agent refused to fake.

8 min read
Feature

Screenshots, store art and listing copy in one pass: the marketing kit

Tick the stores you want and the agent plays your game, captures real screenshots at every size they demand, composes the icons, capsules and feature graphics, and writes the listings within their limits. Browse the kit in the studio, download it as one zip, or publish the game's own page from it.

12 min read
Feature

The games directory: every starred game, in one place

games.vbgnt.com now lists the games players starred across every arcade, ranked by what is being played this week, with search over titles, descriptions and styles. Opt-in per game, and your arcade stays exactly as it was.

6 min read
Feature

Let your agents make games: vbgnt is now an MCP server

Connect any assistant that supports MCP to your studio, sign in once, and your own agent can create games, follow the builds, manage your arcade and export the results from wherever you already talk to it.

7 min read
Feature

See who played: private analytics for your arcade

Views, players, plays and playtime for every game on your arcade, split by platform, visible only to you. No cookies, no addresses kept, and nothing shown in public. Plus online high score tables for the games that keep score.

9 min read
Feature

Play it with friends: online multiplayer in every vbgnt game

Ask for co-op or versus and the studio builds the lobby, the four-letter room codes and the invite links. One player hosts, the rest click a link, and the match runs browser to browser.

7 min read
Shipping

How to export a vbgnt game for Windows, Mac, Linux, Android and iOS

The arcade plays the web build. Everything else starts in the Publish pane: tick the platforms, press Export, and a build machine does the rest while you keep working on the game.

10 min read
Workflow

AI game development prompts: what 33 games taught us

We read back every prompt that built the games in the gallery: 236 of them across 33 projects. Here is the order that worked, and what to say at each step.

11 min read
Workshop

The games in our screenshots didn't exist, so we built them

The five games on the homepage started as concept art with nothing behind it. We had briefs written from the images, ran them through the studio, and published the results at demo.vbgnt.com.

8 min read
Landscape

Text to game AI: what the generators actually do

Four unrelated technologies are sold under one name, which is why the demos look impossible and the free tools feel like toys. Here is the actual taxonomy.

10 min read
Beginners

How to make a game without coding in 2026

Three genuinely different routes now exist, and picking the wrong one for your project is the most common reason people give up in week two.

9 min read
Engine

Can AI make a Godot game? What the ban covers

In June 2026 Godot banned AI-written code. It banned it from the engine's own repository, not from your project, and the distinction is the whole answer.

10 min read
Craft

How to make game assets with AI: art, music, sound

Generating a good asset is easy. Generating a coherent set of four hundred is hard, and a game is made entirely of sets.

10 min read
Shipping

Can you sell an AI-generated game on Steam?

Yes, with disclosure, and since January 2026 the rules no longer ask about the tools that wrote your code. What that means, and what it still covers.

9 min read
Shipping

How to publish a Godot game on Steam

Steam will not take the web build, so the job starts with a desktop export. Then a $100 fee, a 30-day wait, and a store page that matters more than the game does.

13 min read
Shipping

How to publish a Godot game on the iOS App Store

The export is routine. The review is not. Apple's guidelines are pointed at exactly the kind of small, quickly-made game a generative studio produces.

13 min read
Shipping

How to publish a Godot game on Google Play

Twenty-five dollars, once, and no Mac required. Then the obstacle nobody sees coming: twelve real testers, for fourteen continuous days, before you can ship.

12 min read
Shipping

How to publish a Godot game on itch.io

The only one of the four the studio can finish for you. No native build, no signing, no review, no fee. Create the page, tick a box, and the Publish pane pushes the build.

11 min read
Thesis

Entertainment's next default is creation, not curation

For twenty years the interesting problem was finding something to play. The interesting problem now is that making one has become faster than searching.

9 min read
Ethics

Generative games and other people's intellectual property

A machine good enough to build the game you're nostalgic for is good enough to build it too faithfully. That is a product decision long before it is a legal one.

10 min read
Product

Everyone gets an arcade, nobody gets a feed

Your games land at your own address, laid out like a console dashboard. No feed decides who sees them, and that is a design decision, not a missing feature.

8 min read
Platform

Why generated games belong in the browser

A game you have to install is a game nobody plays. The web build is the only target where "here, try this" is a link and not a favour.

10 min read
Quality

The QA agent plays your game before you do

A generated game that doesn't boot is worse than no game at all, because it costs you the ninety seconds it took to find out. So every build gets playtested first.

8 min read
Architecture

What an AI game agent needs (not a bigger model)

Every model can write a game loop. Almost none of them can hand you something that runs. The gap between those two facts is the entire product.

11 min read
Craft

How to prompt a game into existence

The difference between a generated game worth playing and a generated shell is almost entirely in the first two sentences. Here is what belongs in them.

10 min read
Origin

I built a machine that makes games out of a sentence

The console I actually wanted didn't exist: one where the library is written on demand, in the fifteen minutes between having an idea and wanting to play it.

9 min read
Rather play than read?

Describe a game instead.

Everything here is how the studio works. The shorter version is: say what you want to play, and a few minutes later play it.

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