Skip to content
PWR

Game Development

Game-aware agents, honest engine status

PWR detects your engine, builds a validation profile, and gives agents game-specific roles and workflows. Browser games are supported end to end today, including capture and visual regression. Unity, Unreal and Godot editor automation is written but not yet validated on real engines.

Request early access

Game studios and gameplay engineers evaluating autonomous agents for gameplay code, prototypes and build validation.

How it works

Game Development, step by step

  1. 01

    Run discovery

    PWR reads project files to detect the engine, its version, scenes, assets, packages and test setup. Discovery is read-only and never rewrites serialized assets.

  2. 02

    Review the validation profile

    You get suggested build and test commands and capture settings. The suggestion is shown next to your validation command and is never applied automatically.

  3. 03

    Launch game workflows

    Use the Gameplay Engineer, Game Designer and Technical Artist roles with templates such as Start a New Game, Build a Feature and Review a GDD.

  4. 04

    Review with game evidence

    For browser games, each run attaches screenshots, a short video, performance timings and a visual diff against your approved baseline.

Available
Implemented and covered by automated tests in the current platform build.
Beta
Implemented; verification against the live external service is still pending.
Upcoming
Planned or in progress. Not usable yet.

Discovery and game-specific roles

  • Engine discovery

    Beta

    Detects Unity, Unreal, Godot and browser game projects from their project files, including engine version, scene or level lists, asset counts and test frameworks.

    Verified on fixture projects and a simulated GitHub; not yet run on production-scale game repositories.

  • Validation profiles

    Beta

    Per-engine suggested build and test commands, capture settings and worker requirements, with an admin override layer.

    Profiles are generated for all four targets. Engine commands for Unity, Unreal and Godot have not been run on a real engine.

  • Game roles

    Available

    Gameplay Engineer reports tunables it added. Game Designer is read-only and returns mechanics, rules and verification notes. Technical Artist reports asset budgets and needs approval to replace binary assets.

    Approval gates on these roles are declared in the role and enforced where the platform has a mechanism, such as tool policy.

  • Gameplay source changes through pull requests

    Beta

    Agents can edit gameplay source files in any connected repository and open a pull request. For Unity, Unreal and Godot this does not include compiling, running tests or opening the editor.

    Verified end to end against a simulated GitHub; verification against live GitHub is pending.

  • Game-aware review input

    Beta

    The reviewer receives the inventory change, files outside the declared scope and edits to serialized assets as part of its rubric.

    Implemented for all targets. For Unity, Unreal and Godot the inventory comes from static discovery, not a live editor.

Browser and HTML5 games

The browser path is the one engine path verified without a simulator, using headless Chromium.

  • Build and test

    Available

    Your build and test scripts run as the project's validation command in the sandbox.

  • Gameplay capture

    Available

    After validation, PWR serves the game, waits for the canvas, and stores desktop and mobile screenshots and a short video as run artifacts.

  • Visual regression

    Available

    Screenshots are compared pixel by pixel with a baseline an admin approved. The result reports the changed percentage against your threshold and attaches a diff image.

  • Load and frame timing

    Available

    Records paint and load timings, a frame-rate sample and console errors for each capture.

  • Scripted input and save-game checks

    Upcoming

    Driving input scenarios and verifying save data are not built.

Unity, Unreal and Godot

Editor bridges exist as code. None has been compiled or loaded in a real editor, so none is offered as working today.

  • Bridge protocol and gateway path

    Beta

    A local HTTP bridge exposes editor tools with declared risk levels. Bridges register as integrations, so tools are approved, granted and audited like any other.

    Verified against a simulated engine bridge only; this proves the PWR side of the protocol, not the engine side.

  • Unity editor bridge

    Upcoming

    An editor package for scene inspection, serialized property edits with undo, prefab instantiation, test runs, player builds and screenshots.

    Written but never run inside a real editor; validation on a provisioned engine worker is pending.

  • Unreal editor bridge

    Upcoming

    An editor plugin for level and actor inspection, transactional property edits, actor spawning, automation tests, builds and high-resolution screenshots.

    Written but never run inside a real editor; validation on a provisioned engine worker is pending.

  • Godot headless driver and addon

    Upcoming

    A headless driver for exports, test runs and scene capture, and an editor addon for typed property edits.

    Written but never run inside a real editor; validation on a provisioned engine worker is pending.

  • Engine build, test and capture on engine workers

    Upcoming

    Running builds, engine test suites, captures and frame-time sampling for Unity, Unreal and Godot requires provisioned and licensed engine workers.

    Blocked until an engine worker is provisioned and the acceptance checklist has been run on a real project.

Game workflows

  • Start a New Game

    Beta

    A goal for a new or empty repository: the Producer plans, you approve, and the Gameplay Engineer works the tasks within a budget.

    Controller logic is covered by automated tests with a stub agent and a simulated GitHub; live end-to-end verification is pending.

  • Review a GDD

    Beta

    The Game Designer role reads a design document from the repository and returns a structured spec and review findings.

    Launch path is covered by automated tests; it reads a connected repository, which has only been verified against a simulated GitHub.

  • Build a gameplay feature

    Available

    Build a Feature with the gameplay option assigns the Gameplay Engineer role and creates a task with acceptance criteria.

    Task creation is available. Execution through to a pull request follows the beta GitHub workflow.

Questions

Can PWR build and test my Unity or Unreal project today?

No. The editor bridges and drivers are written and their protocol is tested against a simulator, but the Unity package has never been compiled and the Unreal plugin has never been loaded by an editor. Engine builds, tests and captures are upcoming and depend on provisioned engine workers.

What works for Unity and Unreal teams right now?

Project discovery, validation profiles, game-specific roles, planning and design review workflows, and agent changes to gameplay source code through reviewed pull requests. Those changes are not compiled or tested in the engine by PWR.

Which engine versions are supported?

No engine version has been validated yet, so none is listed. Discovery records the exact editor version your project declares so that an engine worker can match it later.

Does PWR judge whether the game looks right?

No. Visual regression is a pixel comparison against a baseline you approved. It reports how much changed. Whether the change is correct is a human decision.

Will agents edit scene or asset files directly?

The design avoids it. Serialized engine files are fragile to hand edits, so scene and asset changes are meant to go through editor tools with undo support. That path is upcoming. Discovery never rewrites serialized formats and does not open Unreal binary assets.

What is supported for browser games?

The full loop: source changes, build and test through your validation command, gameplay capture on desktop and mobile viewports, load and frame timings, and visual regression against an approved baseline.

Put an AI development team on your idea.

Describe what you want to build. PWR plans, builds, tests and reviews it, and you approve each step that matters.