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.
Game studios and gameplay engineers evaluating autonomous agents for gameplay code, prototypes and build validation.
How it works
Game Development, step by step
- 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.
- 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.
- 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.
- 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
BetaDetects 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
BetaPer-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
AvailableGameplay 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
BetaAgents 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
BetaThe 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
AvailableYour build and test scripts run as the project's validation command in the sandbox.
Gameplay capture
AvailableAfter validation, PWR serves the game, waits for the canvas, and stores desktop and mobile screenshots and a short video as run artifacts.
Visual regression
AvailableScreenshots 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
AvailableRecords paint and load timings, a frame-rate sample and console errors for each capture.
Scripted input and save-game checks
UpcomingDriving 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
BetaA 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
UpcomingAn 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
UpcomingAn 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
UpcomingA 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
UpcomingRunning 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
BetaA 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
BetaThe 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
AvailableBuild 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.