Game dev sprint: shipping a vertical slice in 30 days with AI 3D
A real timeline from a 3-person indie team. How they built a 30-minute vertical slice in 30 days using Polyx for nearly all 3D assets.
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One of the most asked questions in our Discord is some version of: “Can I actually ship a real game with AI 3D, or is it just for demos?” Here's a real-world answer. (For the higher-level math behind the question, see AI 3D vs traditional pipeline.)
The team
A 3-person studio in Helsinki: one programmer, one art director, one game designer. No dedicated 3D artist. Their goal: a 30-minute vertical slice of a stylised dungeon-crawler RPG, ready to show publishers.
The brief
- ~50 unique 3D assets needed (player, 12 enemies, environment kit, weapons, props)
- Stylised lowpoly art direction — see our lowpoly vs high-detail guide for the trade-offs.
- Mobile target (Unity, polycount budget ≤8K per character)
- 30 days to playable
Day-by-day breakdown
Days 1–3 — Pre-production
Art director sketched the visual language. Mood board, palette, style references. Five hero characters were generated in Polyx with iteration on prompts until silhouettes felt right. Lowpoly mode + A-pose for clean rigging downstream.
Days 4–10 — Character production
The remaining 7 enemies generated in batches. Each character: prompt → preview → refine → auto-rig → animation library applied (idle / walk / attack / die). Average time per character: 6 minutes including iteration.
Art director did manual cleanup on 3 characters with extra silhouette tweaks. The other 9 went straight to Unity.
Days 11–18 — Environment kit
Modular dungeon kit: walls, floors, doors, columns, debris. Generated as standalone props in lowpoly mode. ~80 unique meshes total. Most were generated, the rest were retextures of existing meshes via AI Texturing for variation.
Days 19–24 — Props and weapons
Swords, shields, potions, treasure chests. Smaller batches, faster iteration. Programmer started gameplay integration in parallel.
Days 25–30 — Polish and ship
Animation tuning, lighting, UI integration, bug-fixing. 30-minute playable slice ready by day 30.
The numbers
- Total 3D assets: 142 (50 unique + variants)
- Polyx credits spent: ~1,800 (~$240)
- Manual touch-up time: ~25 hours total across all assets
- Equivalent freelance budget: $18,000–$25,000
- Equivalent timeline: 3–4 months
What worked
- Generating in batches. Iterate prompts on 5 characters at once, pick the best 2.
- Lowpoly mode + auto-rig. Cleanest pipeline for game-ready characters.
- AI Texturing for variation. Same enemy mesh, different material — see how PBR maps work.
What didn't
- Highly bespoke armour rigs needed manual weight-painting. Auto-rig deformations were “good not great” on chunky armour shapes.
- Environment lighting needed lots of tuning — generated assets exposed lighting setup choices that hand-authored assets would have hidden.
Verdict
The team got their publisher meetings. Two offers. They've signed.
AI 3D doesn't replace senior tech artists. But it lets a 3-person team ship what used to need 8.
Continue reading
- Polyx vs the traditional 3D pipeline — the math behind the speedup.
- Lowpoly vs high-detail — picking the right mode for mobile.
- Auto-rigging in 60 seconds — the rigging side of this sprint.
Ready to start your own sprint? Open the workspace →
Continue reading
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How Polyx beats the traditional 3D pipeline
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ReadLowpoly vs high-detail: when to use each generation mode
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ReadAuto-rigging in 60 seconds: from static mesh to animated character
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