Building a Monetized Game in Minutes with AI: A Step-by-Step Guide
It's now possible to build a potentially valuable game in under an hour without writing a single line of code, thanks to AI agents handling most of the heavy lifting. This article demonstrates exactly how a fully monetized game can be created using nothing but AI tools, no coding required. This isn't just a basic demo; the resulting game is connected to Stripe for payments and includes features people are willing to pay for.
While many believe that building profitable games requires thousands of hours of coding, a team of developers, and years of experience, there is a new way that most aspiring game creators are still unaware of. This project utilized just several AI tools: one to build the entire game structure, another for stunning visuals, and a third for professional sound design. The primary tool is arguably the most powerful AI game builder available today, yet it remains a hidden gem.
This guide walks through the exact five-step process used, from initial concept to a finished, monetized game ready for launch. By the end of this article, you'll have the blueprint to build your own profitable game, even if you've never written a single line of code.
Step 1: Generating Initial Assets with AI
We begin by generating the first assets for the game. For 3D models, a tool like Meshi is invaluable.
- Primary Vehicle: The first request was for a jet, which will serve as the main in-game vehicle. A description for a basic fighter jet was provided, and Meshi generated a simple but effective model to start with.
- Premium Version: Next, a more premium version of the jet was requested with a slightly different description, focusing on a more polished look. This resulted in an upgraded model for later use as an unlockable or selectable item.
- Sound Design: For custom audio, a tool like 11 Labs is perfect. The first sound created was a consistent fighter jet engine noise that can be looped during flight. A second sound for the jet's gun was also generated for when it fires.
With these steps completed, we have two 3D models and two sound files ready for implementation.
Step 2: Building the Game World
Every game starts with the world itself. The process began by asking the AI to build a flight simulator using 3D technologies. The initial prompt was direct: create a flat environment with a runway down the center.
Within seconds, a clean, open space loaded, providing a basic but promising setup with an airstrip and open terrain. However, the AI initially dropped a placeholder plane onto the runway. This was not part of the plan, so the next instruction was to remove the placeholder aircraft and any associated functionality.
With a blank runway, it was time to bring in the custom aircraft. The AI was instructed to generate a simple plane model, attach the camera directly to it, and spawn it at the end of the runway to allow room for acceleration.
Step 3: Implementing Controls and Physics
Once the model was in place, the camera angle felt too tight. A simple request to the AI to pull the camera back opened up the field of view, making the game feel more playable.
However, the plane was static. The AI had to be walked through adding full control inputs: - Thrust: W and S keys - Pitch: Up and Down arrow keys - Rotation: A and D keys - Roll: Left and Right arrow keys
With the controls mapped, the jet responded in real time. The next refinement was to adjust the flight physics. The plane lifted off too easily, so the AI was asked to ensure the jet could only take off after reaching sufficient speed to generate lift. Simultaneously, the camera was fixed to follow smoothly from behind without rotating with the jet's every movement. After a few attempts and bug fixes behind the scenes, the basic structure was in place: movement, physics, and a proper camera follow.
Step 4: Enhancing the Environment and UI
The runway worked, but the environment felt constrained. The AI was asked to expand the scene and remove the harsh black edge, creating a more open world to fly through.
Next, combat was introduced. The goal was simple: pressing the space bar should make the jet fire. The AI set this up, and after a few fixes for firing angles and positioning, the core system was working.
The flat, dull terrain was then swapped for a vibrant grass field with richer green tones and color variation. To complete the experience, a modern Heads-Up Display (HUD) was added. The initial layout was static but solid. The next step was to sync live flight data—speed, altitude, pitch—to the UI, making it update in real time. After fixing some syncing issues, the interface responded as expected. The altitude meter was also shifted higher for better visibility during flight. Finally, the camera was brought slightly closer to the plane to tighten the view and focus the action.
Step 5: Setting the Atmosphere and Refining Mechanics
To shift the game's tone, the focus turned to the sky and lighting. The AI was instructed to create a dusk skybox with a soft evening glow on the horizon and a few stars. For the runway, the lights were made to blink slightly, and their intensity was increased. The ambient lighting across the scene was also bumped up. These subtle changes made a huge difference, creating an active and moody environment.
The flight mechanics were further refined. Instead of the throttle jumping instantly to full power, the AI was asked to make it build up gradually, creating a smoother, more realistic acceleration. This also involved tweaking how speed affects lift and how the jet responds at different throttle levels.
Upgrading Visuals and Adding Realism
The placeholder jet was finally replaced. The custom-designed jet FBX model was uploaded, and the AI was instructed to swap the old model with the new one, scaling it properly to fit the scene.
To make the plane feel less robotic, a soft, randomized wobble was added to simulate its reaction to wind and motion. The initial attempt applied the wobble incorrectly, breaking the camera axis, but after a quick rework, the effect was subtle and effective.
Creating a Complete User Experience
A game needs a proper entry point. The AI was asked to create a modern main menu with two options: "Start Game" and "Plane Shop," designed to match the clean, dark, fighter-jet HUD aesthetic. A radar-style scanning animation was added to the background to keep the screen visually active.
A loading screen was also implemented. When a player presses "Start Mission," the game now waits for all assets to fully load before transitioning to the scene, preventing stuttering and objects popping in.
Monetization: The Aircraft Hangar
To give players a sense of progression, an aircraft hangar was created. The premium jet model was uploaded, and the AI built a new screen where players could choose their aircraft. If the premium jet is selected, the AI replaces the default model in-game.
To monetize, the ability to unlock the premium aircraft was added. A button in the hangar allows players to purchase the jet. When clicked, a Stripe payment link is copied to their clipboard. In Stripe, the premium jet was created as a product, and a payment link was generated and connected to the purchase button. After payment, players can activate the plane with a code. The hangar layout was also refreshed to match the evolving style of the project.
Final Touches: Sound and Detail
Sound makes the experience click. The previously generated jet engine and gun sound effects were uploaded and integrated. The AI was instructed to play the engine sound continuously and trigger the gunfire sound with each shot. After fixing a few component reference bugs, the sounds responded perfectly.
The final details focused on the runway. - Lighting: Direct ambient light was added, and the edge lights were color-coded: green at the start, yellow in the middle, and red at the end. - Centerline Lights: These were added down the middle, following the same green-yellow-red color progression. - Markings: Touchdown zone markings and aiming point marks (solid white rectangles) were added to the runway surface to guide pilots. - Props: A makeshift watchtower was added to the side to suggest the runway is part of a larger, managed world.
Finally, the floating debug data was integrated directly into the game's UI, styled as if it were coming from the plane's internal systems rather than an overlay.
The Final Product: A Playable, Monetized Game
With all the elements in place, the result is a cohesive and playable game. - From the hangar, a player selects a jet and starts the mission. - The aircraft responds smoothly to controls, navigating freely through the open world. - The unlock process is seamless: a player can click to purchase the premium jet, the Stripe checkout opens, and upon completion, the jet is unlocked and ready to fly. - The premium model is live in the next session, with all systems—flight, controls, and firing—working together in real time.
This project proves that a working flight simulator with aircraft selection, real-time controls, a reactive HUD, and a functional purchase flow can be built from the ground up using AI. While the process involves numerous small fixes and reprompts behind the scenes, progress is rapid once the core components start to click. The building blocks are all in the right place, resulting in a responsive and engaging experience.
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