@dan_abramov Thanks @dan_abramov, I speak for many when I say we appreciate your knowledge gap transparency in addition to highlighting UI eng. challenges. Looking forward to more posts!!
Zero expectation, but if you read any of my https://t.co/xTos2cCyBi, I'd dig any of your thoughts.
An indie dev duo built this platformer with Bezi for their 1st ever game jam and won GDC passes.
- Navigate a red square through an abstract world
- Draw a path with a stylus across obstacles
- Trigger ambient sonic cues to solve geometric puzzles
It's called bauhaus by Joel & Fern. Would you play this?
If you're building your game with repetitive tasks, it's a skill issue.
Introducing Skills in Bezi.
Turn the workflows you repeat — prototyping a feature, debugging physics, prepping a build — into a single slash command.
While it’s flattering that @Unity called out @BeziHQ on its official Unity AI page, I’d like to point out some misinformation in the comparison.
“It runs as a plugin alongside the Editor rather than inside it…”
This has been an important design decision in how Bezi is architected as a desktop app (not just a plugin). We built our own proprietary indexing system to accurately understand project scenes and codebases, on top of the same functions that Unity itself uses to access project data, so Bezi actually supplies even more relevant context to the AI agent.
“It's code-focused and doesn't natively drive the Editor…”
Bezi natively drives the Unity Editor through Actions. Anything that Unity AI claims to do inside the Editor can be done by Bezi as well, at higher accuracy. Every Bezi user knows this, and it’s a big reason as to why a lot of game studios try both products and stick with Bezi long-term.
Most importantly, the truth of the matter is that one product is truly AI-native from the ground up, and the other added an AI feature to an existing product.
One reimagines game development at a higher abstraction level through an increase in creative leverage, and one fills in the gaps to make an existing workflow more efficient.
One is pulling the future forward, and one is extending the past.
Excited to see how this all plays out over the next few years.
"Mobile gamedev takes more skill than desktop or console development."
A hot take we heard when Bezi was at GDC, from someone who thinks mobile dev is more complex and has contributed more innovations than other areas of gamedev.
#GDC2026#gamedev#mobiledev#bezitakes
After the Mega Bezi Jam earlier this year with GDC pass giveaways, Bezi is bringing it right back with our monthly Bezi Jams — this time, with a Boomerang theme.
Check out these insanely creative games, all built with Bezi over one weekend.
If you’ve been curious to try Bezi, our monthly jams are still the best way to get started — compete for prizes, get community playtesters, and join our notoriously helpful community. Link to our Discord below!
Big one: Bezi now supports MCPs.
Your Git history. Your Figma files. Your Blender models. Your Notion docs.
Connect all the tools you use to build your game day-to-day, and Bezi can now help you build with them.
What goes into building an open-world game as rich as Red Dead Redemption 2?
Bezi talked with game designer James Creavalle on what went into building game content for RDR2, and the specific design challenges of enabling a wild range of playstyles.
Indie game studio Lost Arcade isn’t afraid to challenge players.
In their gorgeous debut game Voodoo Fishin’, the trio brings hyper-realistic fishing mechanics to a kooky co-op game, set in a horror puppet swamp.
Today's the day. Voodoo Fishin' is officially out on Steam, available for early access. Link below:
What conditions enable the making of good games? How can small dev teams with limited bandwidth gain their edge?
At GDC, Bezi's very own Julian Park (@julianparc) gave his take, and made the case for why we should all be optimistic about the quality ceiling of games.
Check out his talk below ⬇️
Bezi just learned to see.
With visual knowledge of your Unity project, Bezi can now spot visual bugs at runtime, iterate on UI and shaders, and verify every step of its work without you needing to describe every detail.
No need to screenshot Game Views or describe visual behaviors — with the visual dimension unlocked, Bezi can debug and plan builds for you more accurately, with fewer steps.
Live today for all Bezi users. Learn more about these new capabilities below:
"We as game developers know about the post on Reddit asking for a specific feature, and we're not doing it on purpose."
#GDC2026 was a blast, and folks had hot takes on gaming...
You can now select models for your Bezi tasks, so you can manage your credits more flexibly.
For any task in your game project, you can toggle through 3 model options — Frontier for the most cutting-edge models (Opus 4.6 today), Core for standard dev work, and Basic for simple, lightweight tasks.
A 3-person indie game studio with the right tools can ship just as fast as a big team.
Artist Brett Nienburg uses Bezi to build custom Unity tools to wrangle hundreds of game assets, freeing up programmer Mark Hull to focus on core game systems.
What happens when an indie game studio sets a social horror game in a Jim Henson-inspired Louisiana swamp?
You get Lost Arcade's (@lostarcadegames) debut release Voodoo Fishin’. Here’s how artist Brett Nienburg designed its distinctive gameworld, drawing from The Dark Crystal, The Muppets, and voodoo aesthetics.
Stay tuned for our full conversation with Lost Arcade, coming soon — a deep-dive in the making of Voodoo Fishin’!
Introducing Actions in Bezi.
Generic AI tools can’t do much for all the headaches in gamedev that happen in the Inspector and Hierarchy. A simple prompt to Bezi, and it can directly create GameObjects, edit prefabs, set up components, and generate materials.
With Bezi’s 3-layer safety system, you can move fast with the accuracy and quality control your project deserves.