About
Small games,
actually shipped.
Ship a Game is a blog about making games with AI and modern tools, and actually finishing them. Real devlogs, the tools that helped, and the builds I shelved so you can skip the same dead ends.
Why This Exists
Most game-dev content is a tutorial that ends right before the hard part, or a thread about an engine the author never shipped anything in. But the real reason games do not get made is not the engine. It is scope, motivation, and restarting the project every time something shinier shows up.
So this blog is about the finishing part.
How It Works
I build small games in Godot and use AI where it genuinely helps: throwing out ideas, writing boilerplate, roughing in art and sound to test a feeling before committing to it. What I do not do is pretend a prompt makes the game. Every devlog here is a real build, and the ones I shelved stay up too, because the abandoned versions are where the lessons live.
None of it is a shortcut. It is a record of what actually shipped and what did not.
What You Will Not Find Here
- One-prompt "make a whole game with AI" fantasies
- Asset-flip cash-grab schemes
- Engines and tools I have never actually shipped in
- Tutorials that stop right before the hard part
Who Writes It
I am Kevin Gabeci. I ship small games in Godot, build software, and spend too much time working out where AI actually helps a solo dev and where it just eats an afternoon. There is more about me at kevingabeci.com.