Making a game with AI Chat

AI Chat is a collaborator that works inside the editor, on your real map. You tell it what you want, it builds, and everything it makes stays yours to play, change and keep.

Updated · 4 min read

Where it lives

AI Chat is a panel in the editor, open beside the Inspector by default. It works on the map you have open, the same one you see in the viewport and the Hierarchy.

That placement is the whole idea. The AI is not producing a game somewhere else for you to import; it is editing your project through the same commands you use. When it places a platform, the platform appears in the Hierarchy. When it writes a script, the script is in your project and attached to the object that runs it.

Start with the quiz

The fastest way in is the game quiz: a short run of questions on the empty chat, also one click away in the chat’s header at any time. It asks the things a game is made of:

  • What you are making. A multiplayer Galatrix game, where players join one shared world, or a standalone game with scenes like a menu and levels.
  • What kind of game. Obstacle course, collect-a-thon, arena battle, race, puzzle or escape, tower defense, or a hangout space. “Other” takes your own words.
  • How players play together, or how many levels, depending on the first answer.
  • How you win. Climb to the top or run to a finish line; collect them all or collect the most before time runs out; and so on, depending on the genre.
  • Where it takes place and what it should look like.
  • Extras. Checkpoints, moving platforms, enemies, a timer, power-ups, saved best times, day and night, weather, particle effects.

The questions branch on your earlier answers, so you only see the ones that apply. A summary at the end lets you change anything before you press Build my game.

Your answers become one clear brief, and the AI builds a first playable version from it in a single run: the level, the scripts, the win condition and the HUD.

Then talk to it

Once there is a first version, the conversation takes over. Play it, notice what you want different, and say so in plain words:

  • “Make the jumps a little shorter near the start.”
  • “Add a second checkpoint halfway up.”
  • “Put a timer in the top corner and save the best time.”
  • “Make it night, with neon lights on the platforms.”

Every reply ends with a question and a few suggested next steps as buttons. Tapping one is often the quickest way forward, and the text box is always there for anything else.

What makes a good request

The AI works best with the same things a person would need.

Say what, then why. “Add enemies” works. “Add a few slow enemies on the middle platforms, so the climb gets tense halfway” works better, because the AI can place them where they matter.

One change at a time, while you are learning. Small requests are quick to check. Once you trust how it works, ask for bigger things.

Play between requests. A minute of playing tells you more than any description. Press Play, try the change, then ask for the next one.

Name things you can see. “The red platform by the start” or the object’s name from the Hierarchy leaves no doubt about what you mean.

Undo is a whole turn

A single request can make dozens of edits. Undo turn takes all of them back in one click, to exactly where the map was before you asked. That makes experimenting cheap: ask for the bold idea, play it, and keep it or roll it back.

Your own edits and the AI’s sit in the same history, so the usual undo and redo work across both.

A second pair of eyes

The chat also has a test pass. A reviewer reads your map against what you said you wanted, along with any script errors the editor has seen, and writes a short report of what to fix. One click hands that list back to the AI to fix in one go.

It is a good habit before you publish, and after any big change.

Taking the wheel

Everything the AI makes is ordinary editor content, which means you can step in at any point:

  • Select an object and change it in the Inspector.
  • Open a script in the Script Editor and read it. Scripts the AI writes are plain JavaScript, in the same shape the documentation teaches.
  • Save something you like as a prefab and reuse it.
  • Bring in a starter kit and ask the AI to build around it.

Many creators settle into a rhythm: the AI for the first version and the big changes, their own hands for the details they care most about.

Choosing a model

AI Chat runs on leading AI models, and the model picker in Editor Settings lets you choose between them. If you run your own AI service, you can connect it as a custom endpoint instead.

Where to go next

When the game is ready for other people, publishing and what review means covers the step from your editor to the lobby. To keep it running smoothly for every player, read making a game that runs well.

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