Game development
BIGGI combines engine-aware coding agents with a local verification loop. It can change game code, run the project, inspect scenes and runtime state, read logs, capture screenshots, execute tests or playtest scenarios, profile performance, and report evidence in the same conversation.
Choose a game agent
| Agent | Use it for |
|---|---|
| Gameplay | Mechanics, input, physics, AI behavior, and entity systems |
| Game Architect | Read-only design of systems, scenes, data flow, saves, and multiplayer |
| Tech Art | Shaders, materials, VFX, and render pipelines |
| Perf | Frame time, allocations, draw calls, loading, and profiling |
Code and Debug can also work in game projects. The game-specific agents add focused instructions and Game Loop permissions.
Supported live loops
| Project | Current integration |
|---|---|
| Unity | Managed editor bridge for run, inspect, test, screenshot, playtest, profile, build, runtime, and selected scene operations |
| Godot 4 | Editor bridge when available, with spawn-based fallbacks for supported operations |
| Browser games | Managed dev server and isolated browser for run, inspect, test, screenshot, playtest, profile, and build |
Unreal and other engines receive engine-aware coding help, but do not have a dedicated live Game Loop adapter in the current release.
A reliable game task
- Open the game project as the VS Code workspace.
- Select the agent that matches the work.
- State the engine version and the behavior you want.
- Ask BIGGI to inspect the existing implementation before editing.
- Ask it to use available Game Loop tools to verify the result.
- Review the code diff and the captured test, console, scene, screenshot, or profiling evidence.
Example:
Use the Gameplay agent. Add coyote time to the existing player controller without changing the input bindings. Inspect the scene and controller first, make the smallest change, then run a focused playtest and summarize the evidence.
Capability gaps are expected
An engine operation can be unavailable because the editor is not installed, the project does not meet a tool requirement, the editor bridge is not active, the environment has no display, or the adapter does not support that operation.
BIGGI should report a capability gap instead of inventing evidence. You can then install the missing dependency, open the editor, choose a fallback verification method, or review the change manually.
Work in parallel
Use Agent Manager to isolate several tasks or compare approaches. Each managed worktree can have its own branch, session, terminal, run script, and live diff.