A modern game is a mountain of content: levels, dialogue, items, tests. And it keeps growing.
You can't scale that by hiring linearly. Budgets and deadlines don't stretch.
AI agents let a small team produce and check content at scale — the work of a studio, run by a few people.
the frame for today
Agents are your dev crew
We're using AI to build the game, not (mostly) to run inside it. One exception at the end: talking NPCs.
~1 min
What we'll cover
Six jobs, one idea
01Generating levels, layouts & encounters— random but always playable
02Modular encounter design— case study
03Difficulty & progression— tuning the curve with data
04QA at scale— thousands of playtests, real bugs & balance data
05Visual mockups— fast pre-production (and where the line is)
06Machine-learning NPCs— characters that actually talk back
The one ideaBehind each one: a small team of AI agents handling the repetitive parts. So first, what does that mean?
~3 min
Foundation · 1 of 4
What is an AI agent?
A chatbot answers. An agent does the job: it looks at the situation, decides what to do, and takes an action — running a tool, writing a file, checking a result — then looks again.
Plain versionA large language model (the thing behind ChatGPT), given a role, a goal, and the ability to act — not just talk.
~3 min
Foundation · 2 of 4
One agent is limited. A crew is a studio.
One agent has no one to catch its mistakes; it grades its own homework. So give each agent one job and let them hand work to each other: someone to make, someone to check, someone to fix.
Same as a small studio: a designer, a lead, a tester. Except the team is agents.
~2 min
Foundation · 3 of 4 · the key word
Orchestration
DefinitionDeciding who does what, in what order, and with what shared information — so a group of narrow agents behaves like one competent team.
Who does what
each agent has one clear role. No agent tries to do everything.
In what order
make before check, check before ship. Dependencies are explicit.
Shared info
a common memory so the checker sees what the maker made.
Frameworks like CrewAI and LangGraph package this, but the pattern is older than the tools, and a few lines of code often beat them in production.
~3 min
Foundation · 4 of 4 · the pattern
Make → Check → Fix
One concrete example, before we start:
A Writer agent drafts a quest.
A Lore-Checker agent reads it against your story and flags a contradiction.
The Writer revises, and they check again, until it passes.
This is the whole talkYou'll see this exact loop in every job. The names change; the move doesn't. Its formal name is Generator → Evaluator → Refiner.
~10 min
01
Generating levels & encounters
Content that's different every time, and always beatable.
Generator→Evaluator→Refiner
~2.5 min
Job 01 · first, an honest distinction
Two ways to make a level
shipped for decades
Traditional procedural generation
Rules, noise, and tiles — Wave Function Collapse, grammars. Deterministic, fast, controllable. No AI. This is what most games actually use, and it works.
the newer option
Agentic generation
An LLM designs from intent — "a tense ambush with a sniper nest" — and places it with tools. Flexible and human-readable, but it needs checking.
Either way, same problemIs the result actually playable? That question, not the generator, is what the crew exists to answer.
~2.5 min
Job 01 · the crew
Make a level. Prove you can win it.
The Generator composes an encounter: setting, enemies, a twist, a reward.
The Evaluator checks it. And this is what just got wild: with MCP and today's models, an agent can actually play the level, or write a deterministic test that plays it.
Blocked? The Refiner opens a wall or moves a key, and they check again.
Why it works nowYou could never ship a level the player can't finish, and no human hand-checks thousands. Now the checker is an agent that plays every one — so "random" is finally safe to ship.
live · the Generator
~4 min · demo
Live demo · The Dungeon Builder
The check → fix loop, live
The Generator is an LLM working from a brief — "a tense ambush that teaches the player to use cover" — not random noise.
The Evaluator is an agent that can actually play the level (via MCP): is it beatable, and does it deliver the intent?
The Refiner revises toward the goal — then they loop.
Why agentic AI?Classic proc-gen makes valid levels. An agent crew makes levels that are good — matching the pacing, theme, and teaching goals you can describe in a sentence. And the checker can play the game, not just trace a maze.
live demo · the loop
startexitpathdrilled fix
This one runs right in the slide — click Generate level a few times. Every layout is checked, and drilled if blocked, so it's always beatable.
~4 min
02
Modular encounter design
Case study: the same crew, working with bigger pieces.
Composer= Generator·Validator= Evaluator
~2 min
Job 02 · the crew
Snap ready-made rooms into a level
Hand the crew a box of ready-made encounter rooms — a fight, a puzzle, a treasure room — each with an entrance and an exit.
A Composer (the Generator) snaps rooms together.
A Validator (the Evaluator) guarantees a path runs through.
Rooms snapped into a coherent whole — Townscaper (Oskar Stålberg / Raw Fury)
~2 min
Job 02 · why it matters
Same contract, new composer
Games like Spelunky have snapped rooms into beatable levels for years, by hand-written rules. What's new is letting an agent be the composer.
Each room is authored once, by a human, and validated.
The agent only arranges pre-approved pieces, so quality holds while quantity scales.
The winnability guarantee never changes; only who does the composing does.
the payoff
Human taste, machine volume
Your designers set the vocabulary of rooms; the crew produces and checks endless combinations of them. You get scale without handing away authorship.
~7 min
03
Difficulty & progression
Tuning the challenge curve with data instead of guesswork.
Playtester→Balancer
~3.5 min
Job 03 · the crew
Measure the curve, don't guess it
Playtester agents play and record what happens: deaths, time-to-clear, win-rate.
A Balancer agent reads that data and nudges difficulty up where it's too easy, down where players stall — then runs it again.
The same crew can shape order, not just difficulty: open a branch early for players cruising, gate one for players struggling.
Honest note: shipped difficulty directors (Left 4 Dead) are hand-tuned heuristics; the agent-in-the-loop version is where the research is heading. The shipped-AI example is Sony's Gran Turismo Sophy.
~2.5 min
Job 03 · the trap
Players forgive the help they chose
They never forgive the help they caught. The instant a player suspects the game is quietly bending the challenge, especially near a purchase, it doesn't feel like help. It feels like being handled.
The one ruleIf an agent adapts the challenge, make it visible or optional. That single choice is the whole line between a feature and a betrayal.
~11 min
04
QA at scale
Thousands of playtests overnight, with real bug reports and balance data.
Tester swarm→Reporter
~2.5 min
Job 04 · the crew
The Chaos Crew
A swarm of tester agents plays thousands of times: some random, some deliberately trying to break it.
A Reporter agent turns it into bug reports (steps to reproduce, severity) and balance stats.
You wake up to data no human team could produce by hand.
live demo · the Chaos Crew
~4 min · demo
Live demo · Balance at scale
100 matches in seconds
Character A vs. B, 100 simulated matches, no graphics — just results.
The win-rate settles on screen: A wins 71%.
Nudge B stronger, re-run, watch it slide back toward 50%.
The question to the roomA wins 71%. Skill issue, or balance issue?
Illustrative live output. Recorded fallback ready: if the sim stalls or looks wrong by ~0:20, cut to the recording.
~2 min
Job 04 · the output
The output: a report you can act on
The point isn't watching a bot play. It's the structured report a human can act on the next morning.
Reproducible: exact steps, seed, and inputs.
Ranked: severity and how often it hit across 1,000 runs.
Quantified: win-rates, soft-locks, out-of-bounds, all as numbers.
BUG-2231 · CRITICAL
Soft-lock: player falls behind vendor stall, no exit. repro: seed 4471 → buy potion → walk left ×3 hit: 38 / 1000 runs (3.8%) area: market_02 · first seen: build 214
~2 min
Job 04 · build it or buy it
This crew is real today
You can assemble these agents yourself, or use tools that already package them. Studios run them to catch crashes and balance problems before players ever see them.
autonomous bug-hunting botsplayer-behaviour simulationbalance testing at scale
say it plainly
It helps testers, it doesn't replace them
These agents do the thousandth repetitive run so people can focus on judgment and feel. That's the honest framing, and the one players and colleagues respect.
~8 min
05
Visual mockups
Fast pre-production concepting, and a clear line on where it belongs.
Style-Guide→Generator→Critic
~3 min
Job 05 · the crew
A Style-Guide agent keeps mockups on-brand
Write your look down once: palette, mood, "no neon."
A Generator produces mockups; a Critic checks each against the guide and sends off-style ones back.
You explore directions in minutes, for pitches and pre-production.
Same moveGenerate → check against the guide → refine. The Critic keeps it coherent.
✓on-brand
✓on-brand
✓on-brand
✗off-style → redo
The Critic keeps the three on-brand tiles, rejects the warm one
~2.5 min
Job 05 · authorship & ownership
Where this belongs — and where it doesn't
Player backlash against AI production assets is still strong, so most studios keep these tools in pre-production, not shipped art.
That reaction is softer for solo and indie devs, where there's no budget for an art team.
Underneath it is authorship and ownership: whose work is it, and where did the training data come from.
my recommendation in class
Mockups yes, shipped art from people
Use AI for mockups and exploration; use asset packs and human artists wherever possible for what ships. I work with artists on my own projects.
~2.5 min
Job 05 · the receipts
The line, drawn by the market
Steam
requires you to disclose AI content players see. Dev tools are exempt. Transparency, not a ban.
Larian
pulled generative AI out of Divinity concept art after pushback, while still using it elsewhere.
Postal
a spin-off was canceled in a day over AI in its reveal. Tone of response mattered as much as the art.
The takeawayUse it where it helps you think; be transparent; keep human authorship on what ships. The line is moving toward disclosure, not prohibition.
~9 min
06
Machine-learning NPCs
Up to now: agents that build the game. Now: an agent that lives inside it.
Epic Personas·LLM NPCs in Fortnite
~3.5 min
Job 06 · Epic Personas (UEFN)
NPCs you can actually talk to
A Persona is an LLM-powered character that holds an unscripted, real-time voice conversation with the player, built in Unreal Editor for Fortnite (UEFN).
You speak → the model understands and replies → it talks back in a voice.
Today it's real-time voice, English-only — you wire it up, you don't train a model.
Even here the move holds — the safety layer is the agent checking the talker before its words reach a player.
~3 min
Job 06 · where it's going
From a Fortnite proof to your own games
2025
An AI Darth Vader in Fortnite shows a live, talking NPC to millions.
Apr → Jul 2026
Personas go from Experimental to publishable in UEFN — creators ship them in live islands.
2027+
Announced at Unreal Fest: Unreal Engine 6 merges UE5 + UEFN: the path bringing Personas to mainline Unreal.
Why it mattersTalking, LLM-driven NPCs are moving from a locked platform demo toward the engine you already use.
Epic Personas docs: dev.epicgames.com/documentation/fortnite/developing-personas-overview-in-unreal-editor-for-fortnite
~2.5 min
Job 06 · what it unlocks
Play you could never script
An NPC that remembers what you actually did — and brings it up ten hours later.
Talk your way through: interrogate a suspect, haggle a merchant, talk down a guard, all in your own words.
Companions that banter and improvise instead of repeating the same three lines.
A whole town where every character can hold a real conversation — and quests emerge from them.
the leap
From menus to open conversation
For decades, "talk to an NPC" meant picking from a list someone wrote. Now the player can say anything — and the character can actually answer. That's a genuinely new kind of play.
one light caveatAn NPC that talks freely needs a safety layer checking its words before they reach a player. Real work, but a solved-enough problem to build on today.
~2 min
Putting it together
One person, a studio's worth of crews
Level crew
generate → path-check → fix
Encounter crew
compose → validate
Balance crew
playtest → tune
QA crew
swarm → report
Art crew
generate → critique
NPC (runtime)
talk → safety-check
The shape of itEvery box is the same make-check-fix move. Stack them and a few people ship what used to take a studio.
~2.5 min
Wrapping up
Six jobs, one move
In every job, one agent makes or plays, and another agent checks the work — sometimes a third fixes it.
Where it touches artists and testers, it works for people, not instead of them. Say that plainly, and it's the difference between adoption and backlash.
If you take one thingYou don't need one genius AI. You need a small crew of narrow ones that keep each other honest.
~1.5 min
Go deeper
Where to start on Monday
Find the repetitive work first. The opening move isn't tooling. It's spotting a process worth automating: the manual run, check, or pass someone repeats every build.
One maker, one checker, in plain code. You rarely need a heavyweight framework in production. A frontier model, the tools it can call (MCP), and a little orchestration run the make → check → fix loop.
Friendliest first build: the level generator. Small, checkable, and the checker can actually play it.
My course goes end-to-end: Multi-Agent AI for Game Development.
the mindset
Automate the boring, keep the judgment
Find one repeatable process worth handing off, then wire the smallest crew that does it. A maker plus a checker beats a do-everything agent, and you rarely need a framework to run them.
Q&A · ~15 min
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Questions
Joshua Burdick · Epic Games. This is the world of my Multi-Agent AI for Game Development course.