PixelArtistry · Kimi Game Pipeline

Build a game with Kimi K3.1 and local 3D AI

This is the setup from my video "I Created My Own Game with Kimi K3.1 Using Only Local 3D AI (Godot + Blender)". Kimi K3.1 Pro runs in the Kimi Code terminal and controls ComfyUI, Blender and Godot through MCP. Every image and 3D asset is generated on my own PC.

The finished game: Rowan with his sword on the forest path, facing the Briarheart Guardian, with the HUD at the top
The finished game: Rowan against the Briarheart Guardian. Every asset was generated locally.

The full story: how the game came together, what went wrong and what I learned is in my blog post on pixel-artistry.com. This site is the step-by-step setup.

What the pipeline does

  1. Concept images: Kimi writes the image prompts from the game design and generates one clean image per asset with Qwen Image 2.1 in ComfyUI.
  2. Image to 3D: each image goes through TRELLIS.2 (or Pixal3D), is made watertight, reduced to a low-poly game mesh and textured with UltraTex, all in one ComfyUI workflow that Kimi optimized for game assets.
  3. Blender cleanup: Kimi works in the open Blender window: real-world size, pivot at the base, facing, collision meshes, export to GLB.
  4. Godot: Kimi builds the level, the camera, combat, monsters, loot, the boss and the HUD, and writes an automated playtest that plays the game by itself.

The hero was the one thing I did by hand: I rigged and animated it in ActionForge. Everything else was done by Kimi from my prompts.

From first concept to finished game

Work in progress

The finished game

Hardware

Where to start

1 · Kimi & MCP setup

Install Kimi Code, select K3.1 Pro, and connect ComfyUI, Blender and Godot.

2 · ComfyUI

The node packs, models and my four workflows, with what Kimi changed.

3 · Prompts

Every prompt I used, in build order, plus a reusable rules block.

4 · Tips & links

What worked and what didn't when working with Kimi.