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    <title>vibegame</title>
    <subtitle>Guides and notes for building games with AI-assisted workflows.</subtitle>
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    <updated>2026-06-26T00:00:00+00:00</updated>
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    <entry xml:lang="en">
        <title>Getting Started</title>
        <published>2026-06-26T00:00:00+00:00</published>
        <updated>2026-06-26T00:00:00+00:00</updated>
        
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        <content type="html" xml:base="https://vibegame-aaa.pages.dev/docs/getting-started/">&lt;p&gt;This guide walks through the core workflow: describe what you want, review the result, and export or preview it in your engine.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;step-1-write-a-prompt&quot;&gt;Step 1: Write a prompt&lt;&#x2F;h2&gt;
&lt;p&gt;Open the project and describe the scene or asset you want to create. Be specific about style, camera angle, and key objects.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;&#x2F;media&#x2F;docs&#x2F;getting-started&#x2F;step-1.png&quot; alt=&quot;Character creator start screen with prompt input&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Example:&lt;&#x2F;p&gt;
&lt;blockquote&gt;
&lt;p&gt;“A forest ranger hero with a green cloak and wooden staff”&lt;&#x2F;p&gt;
&lt;&#x2F;blockquote&gt;
&lt;h2 id=&quot;step-2-review-and-revise&quot;&gt;Step 2: Review and revise&lt;&#x2F;h2&gt;
&lt;p&gt;Inspect the generated output. Adjust the prompt or settings until the result matches your vision. Use revision rounds instead of starting over.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;&#x2F;media&#x2F;docs&#x2F;getting-started&#x2F;step-2.png&quot; alt=&quot;Review screen showing generated character and revision controls&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;&#x2F;media&#x2F;docs&#x2F;getting-started&#x2F;review.gif&quot; alt=&quot;Animation preview loop of the revised character&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;step-3-export&quot;&gt;Step 3: Export&lt;&#x2F;h2&gt;
&lt;p&gt;When you are satisfied, export assets in a format your engine supports (sprites, tilesets, or scene packages). Drop them into Unity, Godot, or your toolchain of choice.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;&#x2F;media&#x2F;docs&#x2F;getting-started&#x2F;step-1.png&quot; alt=&quot;Export screen with download options for game engines&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Your assets are ready to use in the next build of your game.&lt;&#x2F;p&gt;
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    </entry>
    <entry xml:lang="en">
        <title>AI Game Dev Workflow: From Prompt to Playable Scene</title>
        <published>2026-06-26T00:00:00+00:00</published>
        <updated>2026-06-26T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Unknown
            
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        </author>
        
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        <content type="html" xml:base="https://vibegame-aaa.pages.dev/exp/sample-keyword-post/">&lt;p&gt;Indie teams are under constant pressure to prototype faster. AI-assisted tools can shrink the loop from idea to playable scene — if you treat them as part of a structured workflow, not a replacement for design judgment.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;why-structured-steps-matter&quot;&gt;Why structured steps matter&lt;&#x2F;h2&gt;
&lt;p&gt;Breaking work into clear steps — prompt, review, export — makes outputs easier to evaluate and iterate. The same structure helps search engines and AI assistants summarize your process accurately.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;a-practical-loop&quot;&gt;A practical loop&lt;&#x2F;h2&gt;
&lt;ol&gt;
&lt;li&gt;&lt;strong&gt;Describe&lt;&#x2F;strong&gt; the scene with concrete visual details (camera, palette, key props).&lt;&#x2F;li&gt;
&lt;li&gt;&lt;strong&gt;Review&lt;&#x2F;strong&gt; outputs against a short checklist: readability, style consistency, engine constraints.&lt;&#x2F;li&gt;
&lt;li&gt;&lt;strong&gt;Export&lt;&#x2F;strong&gt; only what passed review; version assets alongside your game repo.&lt;&#x2F;li&gt;
&lt;&#x2F;ol&gt;
&lt;h2 id=&quot;tools-in-the-stack&quot;&gt;Tools in the stack&lt;&#x2F;h2&gt;
&lt;p&gt;Many teams combine a text-to-asset generator with an engine like &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;godotengine.org&#x2F;&quot;&gt;Godot&lt;&#x2F;a&gt; or Unity. The generator handles early visuals; the engine remains the source of truth for gameplay.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;takeaway&quot;&gt;Takeaway&lt;&#x2F;h2&gt;
&lt;p&gt;AI speeds up &lt;em&gt;iteration&lt;&#x2F;em&gt;, not &lt;em&gt;intent&lt;&#x2F;em&gt;. Document your steps, keep human review in the loop, and ship smaller vertical slices more often.&lt;&#x2F;p&gt;
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