Unity 6.2 AI 🤖, Tencent Visvise 🎨, UE5 cloud ☁️

Aug 20, 2025

AI Power-Ups for Devs 🤖

Unity 6.2 Ships “Unity AI”: Assistant, Generators, Inference Engine

Unity 6.2 launches “Unity AI,” featuring Assistant—an editor copilot powered by GPT (via Azure OpenAI) and Llama—plus asset Generators and a new Inference Engine for local/on-device models with Hugging Face imports. Partner models receive anonymized data to run services and may block IP-risky prompts. A global AI toggle is ON by default; telemetry for improving Unity AI is OFF by default. Unity’s policy places IP responsibility for generated assets squarely on developers.

Tencent’s Visvise: AI Suite Slashes Game Art Time to Minutes

Tencent unveiled Visvise at Gamescom 2025, an AI suite that compresses game art timelines from months or days to minutes. Already in use on Game for Peace, PUBG Mobile, and Wuthering Waves, Visvise spans animation, modeling, NPC creation, and asset management. Key tech includes GoSkinning’s ~85% automated rigging and “Skirt AI,” plus MotionBlink’s diffusion-driven keyframes. Built on 20 years of expertise, it targets industrial-grade pipelines for global studios.

Aghanim’s Kinetic + Checkout 2.0: AI-Powered Boost for Game Webshops

Aghanim has launched Kinetic, an AI-assisted live ops and game hub framework powered by its GenAI co-pilot Newton. It brings plug-and-play campaign Blueprints and integrations with PlayFab, AppsFlyer, Adjust, and more to speed up D2C hub creation. Alongside it, Checkout 2.0 claims up to 220% net revenue uplift and delivers ROMI insights. Deep integration with Liveops Builder enables real-time, behavior-driven offers—from smart upsells to balance-aware recovery deals after failed payments.

Expanding to New Platforms & Markets 🌍

Porting Like a Pro: Serenity Forge’s Indie Console Playbook

Unity’s Indie Survival Guide spotlights Serenity Forge’s battle-tested approach to console ports. Kevin Zhang’s advice: plan from day one—use a well-supported engine/version, design controller-first, and optimize assets with memory/perf in mind. Avoid UI scaling, save-system, and online abstraction pitfalls, and be ready for certifications, platform marketing, localization, and SKU juggling. PC-first or multiplatform? Choose based on resources and goals—just plan early.

Beyond Translation: How to Launch (and Protect) Your Game in China

Industry veteran Monte Singman breaks down what it really takes to bring Western games to China: start approvals before global launch, partner locally for enforcement and cultural fit, and ship an HTML5 version to cut UA costs. He warns that translation alone won’t compete—and piracy will fill the gap without on-the-ground advocacy. Singman also flags South Korea’s incoming rules requiring local representatives and loot box odds disclosure. A crisp playbook for de-risking Asia launches.

Production & Cloud Scaling 🛠️

From Chaos to Cadence: Tech Production for Game Engines

Techland’s Jan Kleszczyński shares a practical blueprint for managing engine and tools teams across many stakeholders. The playbook centers on a Technology Validation Process, clear Levels of Completion (L0–L3), and power-user feedback, guided by a dedicated technology owner. A living mid-term “block plan” and a 16-week cadence with hardening keep delivery fast, stable, and transparent. Steal these processes to make your tech org predictable without slowing it down.

Scaling UE5 in the Cloud: Gears of War’s Azure Playbook

The Coalition shares how it migrated Unreal development from on‑prem to Azure—unifying auth with Azure AD, ditching VPNs, and standing up Unreal Cloud DDC, cloud shader/code compute, and a TeamCity pre‑submit gauntlet. Multi‑region deployments bring compute close to partners, onboarding shrinks from weeks to hours, and telemetry shines a light on issues in real time. They explain what worked, what didn’t, and why you shouldn’t lift‑and‑shift when taking UE workflows to the cloud.

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