
An Artist-Focused, Ai-Driven Game Engine created by @homiesanto
Joined October 2026
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The process of how we use Ai to create the fun and the strange ❤️
Specifically the Artifact - a multi-weapon tool in our engine, and its diegetic menu.
With all the Anti-Ai sentiment today, I thought it would be fun to show off a way I love to use it for my game engine - @KoiKoiEngine
If you aren’t interested in my process, it’s cool and below is in-engine gameplay of my multi-weapon artifact I made and the menu design along with my drawing of that system - I did these a couple years back.
My process -
The actual implementation of these took me a while to try out in both Unreal and Godot using traditional programming.
Designing this kind of system was an idea I had a couple of years back but it took a lot of iteration for my modeling, animations and design to translate properly. That part of game dev is fun for me. I love creating weird designs and pushing how odd things like this can work. That’s the art side of me, the design part of my brain working.
What I can’t stand tho is that no matter how much time I spent learning blueprints or gdscript, I could never really get my design of these systems to work properly or to translate them in my game prototypes properly.
This was my resistance, my impedance - programming.
I’m not shy to admit that I use Ai, and how much I love it. I love it not only for the sake of expediency, but really for the sake of iteration. Getting the technical ability to get this running would have taken months and even then I would have to do what I hate to do as an artist - compromise.
There will always be that part in creative, but if my ambitions coupled with Ai can push that compromise ceiling higher and higher, all while I actually get to use my mind to create and design new and more advanced systems that would otherwise take any other indie dev team years to create, then I’m very happy and thankful to use this new and dominating force in software and tech.
I use Ai, unashamed and now I vibe in game dev with no resistance and no impedance.
Just as it was always meant to be.
#gamedev #indiegame #lowpoly
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Sneaky Homie Sighted 👀
I put myself in my game engine with a cool sneaking suit 😆
Did some refinements to my combat as well.
Things are getting better in my @KoiKoiEngine
#lowpoly #indiegame #gamedev
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New Combat In Koi Koi!
First AND Third Person
Now to refine the edges 👏
Replying to @KoiKoiEngine
@KoiKoiEngine Update 🙌
Combat Training + Jungle Gym
New level + Mechanics + Animations
#indiegame #gamedev #lowpoly
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KoiKoi retweeted
Replying to @KoiKoiEngine
@KoiKoiEngine Update 🙌
Combat Training + Jungle Gym
New level + Mechanics + Animations
#indiegame #gamedev #lowpoly
KoiKoi retweeted
Can you guess what Claude and I are polishing in my @KoiKoiEngine ? 😉
Dodgin and Divin 😏
While I do some polishing on more mechanics, here’s me taking a little stroll in my @KoiKoiEngine
Added a little dodge and dive
Also, here’s where I touch up dialogue and cut scenes. The theater will also get a full revamp later on, but the initial attempt has its charms.
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KoiKoi retweeted
While I do some polishing on more mechanics, here’s me taking a little stroll in my @KoiKoiEngine
Added a little dodge and dive
Also, here’s where I touch up dialogue and cut scenes. The theater will also get a full revamp later on, but the initial attempt has its charms.
KoiKoi retweeted
Replying to @KoiKoiEngine
@KoiKoiEngine Update!
To better set up for my Clothing revamp for success, I've decided to prioritize creating my dream Player Character Controller.
All with the animations and mechanics I want standard for my games and engine. I'll add more unique ones as I go as it will be quite the feature set, but for now -
A new female focused stylized locomotion
Transitions animations + Turning
Crouch with sneaking
and a new jump - All with procedural facial animations to go with it (Contextual as well)
There will be loads more, but this is an excellent start. Mind the small visuals bugs, of which are already being fixed.
Also note my cool new video slate and frame rate counter, custom to my wonderful game engine.
Claude is such a joy to build with.
We love building in Koi Koi ♥️
Replying to @KoiKoiEngine
@KoiKoiEngine Update!
To better set up for my Clothing revamp for success, I've decided to prioritize creating my dream Player Character Controller.
All with the animations and mechanics I want standard for my games and engine. I'll add more unique ones as I go as it will be quite the feature set, but for now -
A new female focused stylized locomotion
Transitions animations + Turning
Crouch with sneaking
and a new jump - All with procedural facial animations to go with it (Contextual as well)
There will be loads more, but this is an excellent start. Mind the small visuals bugs, of which are already being fixed.
Also note my cool new video slate and frame rate counter, custom to my wonderful game engine.
Claude is such a joy to build with.
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Always fun to see a peek behind the curtain 👀
KOI KOI ❤️
A peak of my working in my engine @KoiKoiEngine
Can you guess what we are debugging and optimizing?
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KoiKoi retweeted
low res take
I'll call myself whatever I want and create however I want.
I'm the Vibin Game Dev
Creator of the @KoiKoiEngine
I make games my way and have a blast doing it!
Who cares anymore? Just make good games and have fun doing it, by any means necessary. Don't let the pleebs tell you otherwise.
The witch hunts will stop.
It's the little details ❤️
KOI KOI!
Built a cute little slate for when I record in-engine gameplay clips in @KoiKoiEngine
Want to see in those buildings?
#indiegame #IndieGameDevs #ai #lowpoly
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Another video just for fun! 🤩
Loved the last video so much so here’s another!
The last one I recorded, edited, and exported in-engine to test its video and audio systems.
After that one I decided to test Claude to see if it can do the same on its own - as an in-engine automation test.
It took my video, my style, and my preferences and made this one.
Not too bad @KoiKoiEngine
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