AIbaseSource publication

Kimi no longer just writes plans: he directly starts modifying Unity and Unreal Engine to create game prototypes

Moon's Dark Side 11th month 2nd release "Game Development and Creative Work Solutions", with a base being the Kimi K3.1 series model, plus the external modeling programming product Kimi Code and the Agent product Kimi Work, along with professional plugins such as Unity, Unreal Engine, and Blender.

Moon's Dark Side 11th month 2nd release "Game Development and Creative Work Solutions", with a base being the Kimi K3.1 series model, plus the external modeling programming product Kimi Code and the Agent product Kimi Work, along with professional plugins such as Unity, Unreal Engine, and Blender. Its most unique feature is that it no longer just outputs text or a picture, but directly integrates with the team's existing processes, allows editing of existing projects, and delivers files and operation records that can be further edited.

Two old thresholds: difficult to verify gameplay, hard for collaboration on roles

The gaming industry is stuck in two issues. First, to determine whether a gameplay style is fun, one really has to implement it and test it—but building prototypes takes time and effort, and teams often only dare to test a few ideas. Kimi can help create multiple prototypes within a limited timeframe, allowing for more horizontal comparisons of different approaches. Second, the design concepts of planners need to be translated into engineering tasks, and visual assets must align with engine specifications. If AI is provided as semi-finished products, the team still has to put in a lot of effort to adapt them.

The three-piece set has clear division of labor, and the 3-puzzle cards have become the model units.

When it comes to execution, the model is responsible for understanding goals, planning, and assigning tasks; Kimi Code focuses on code development and changes, while Kimi Work takes care of cross-file and multi-step production. Taking “rule card cards that can be freely combined in a 3D game” as an example, Kimi first clarifies the impact of rules on elimination strategies, scores, and feedback, then breaks down specific tasks such as interaction, values, interface, and audio-visual aspects to create a prototype for testing. Through plugin calls, it can now directly interact with existing projects in Blender, Unity, and Unreal, pushing the game and 3D creation forward.


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