I help studios make multiplayer games right | 12+ years gamedev (multiplayer) | #JustDevIt | Creative Director @ #FatumGamesSL Senior Software Engineer @ #Unity
@dsmart@ClaudeDevs These tools are an ally, not an enemy. And I love that they're not afraid of big refactors.
Like you, I'd never dare to touch a core rendering system if I had better things to do (it's almost never a priority and the risk of fucking up / waste more time is not worth).
They do.
Folks. Can I explain something about world models? Seems like today might be a good day for that.
Advances in large-scale “world models” — whether developed by partners like Google or others — materially expand the frontier of interactive content creation. These models can generate high-quality, interactive, video-like experiences from natural language or minimal input.
Today, they are primarily editable through prompting, which limits the level of determinism and precision required for production-grade game mechanics. As a result, their outputs remain probabilistic and non-deterministic, making them unsuitable on their own for games that require consistent, repeatable player experiences.
Rather than viewing this as a risk, we see it as a powerful accelerator. Video-based generation is exactly the type of input our Agentic AI workflows are designed to leverage—translating rich visual output into initial game scenes that can then be refined with the deterministic systems Unity developers use today. Our agents already generate high-quality scenes from static video. Interactive, camera-controllable video from world models would further enhance this pipeline and materially improve the fidelity and speed of early-stage content creation. We believe this represents a meaningful step forward for AI-driven development across the industry.
Unity’s role is to operationalize these advances. Outputs from world models are ingested into Unity’s real-time engine, where they are converted into structured, deterministic, and fully controllable simulations. Within Unity, creators define physics, gameplay logic, networking, monetization, and live-operations systems to ensure consistent behavior across devices and sessions.
This combination enables developers to move faster from concept to scalable product: AI accelerates environment and asset generation, while Unity provides the execution layer that transforms generated content into reliable, monetizable experiences.
As a result, world models expand content supply and reduce development friction, while Unity remains the system of record for runtime, distribution, and long-term operations. This dynamic broadens Unity’s addressable market and reinforces its central role in the interactive ecosystem.
@jjschnyder@DanielVavra@LarAtLarian There already are "automated tests" ("Unit" and "Integration" tests, for example). They complement what a QA does, and good QA engineers know how to write them as part of their job. It's how you test content and behaviours, mainly. You can even test UI.
@Steam 's tech support doesn't seem to understand Steam's policies. Can you help us reach out to them in a channel that doesn't take 15 days to get a reply?
Our game HAD a realtime artwork generator. They delisted us for it. We removed it and this is their reply today. Help!
@imagineapi Hello, image generation is suddenly broken, and ImagineAPI shows this error: "request to https://t.co/bVqWGbgHI3 failed, reason: Client network socket disconnected before secure TLS connection was established" Generating from the "create image" button fails too
@dgipyme cuando va a volver a funcionar el sistema CIRCE que se parò el 31 de Enero?
Hay empresas que no se pueden constituir y no es posible que una manutenciòn de un sistema que afecta TODO no tenga una fecha de finalizaciòn.
https://t.co/7fsKE1jgb7
#España#BurocraciaCriminal
@PlayRuneterra Thanks for the transparency. Unfortunately, the game looks at a dead point now.
I'm not surprised many moved to Ariokan already... being able to make cards instead of copy-pasting decks is an entirely different story.
@PlayRuneterra Thanks for the update. However many of us already left for Ariokan (where we can create cards too instead of passively suffering the meta).
1. Metaconfiguration system that works on server & clients out of the box
2. Barebone event-driven, server-authoritative gameplay flow
3. In-editor tutorials to learn how things work
Want to build competitive games that don't require prediction? You know where to start from!
The #multiplayer template I've been working on is finally live in the Unity Hub, for #Unity 2022.3! 🥳
As the tech lead who also wrote 90% of it, I'm happy knowing that making server-authoritative multiplayer games just became easier for millions of people.
Includes: 🧵👇
Are we really sure that there's a correlation between game engine and success?
Or is it more the company/budget behind it?
P.S: there's similar-quality advice for those making multiplayer games. Can you guess what that is?
"Make your own engine" is bullshit advice that doesn't make sense for most studios.
Nobody wants to spend years (and a sh*tton of $$$) to make something maintained by a bunch of people and unknown to the rest of the world.
The best engine for your game is the one that: 🧵
Yes, most top-grossing titles of 2020 and 2021 are using custom engines.
They're also built by AAA company with thousands of people, and that have already developed their own engine for decades (EA was founded 40 years ago).