Unity AI Tools 🤖, 20 years of Game Tech 🎮

Jun 28, 2026

🚀 AI-Powered Game Dev & Tools

Supercharge Unity With AI: Custom MCP Tools for Cursor and Beyond

Instead of letting AI blindly mash Unity menu commands, this guide teaches you to expose precise editor workflows as first-class MCP tools. Starting from Unity’s official AI Assistant package, the author wires up Cursor, then builds a custom material-conversion tool that supports scopes (all vs selected), enum parameters, play-mode checks, and rich success/error payloads. The result is an AI agent that can reliably execute project-specific tasks—and a preview of the more advanced Unity MCP Pro toolkit.

From Dungeon Keeper to No Man’s Sky: 20 Years of Game Tech Lessons

Veteran programmer and designer Simon Carter shares what two decades of game development have really looked like on the inside. From hand‑merging Dungeon Keeper code and shipping Fable on 64 MB of RAM, to rewriting Fable 2’s engine and optimizing No Man’s Sky’s procgen for PS4, he reveals the trade‑offs behind beloved games. Along the way he discusses scripting, component systems, streaming pipelines, and the dangers of over‑generalizing tech too early. It’s a goldmine of practical insight for anyone building complex games.

đź§© Smarter Design & Puzzle Craft

No Unnecessary Sokoboning: How Blow and Basso Rethink Puzzle Design

Jonathan Blow and Billy Basso dive deep into the design of Order of the Sinking Star’s hit Steam Next Fest demo, from banning “unnecessary sokoboning” to keeping puzzles challenging without feeling like work. They unpack how difficulty should scale with how interesting a puzzle’s core idea is, why extrinsic rewards like achievements can backfire, and how an open overworld keeps dense puzzles from feeling exhausting. Along the way they discuss story woven from mechanics, their intricate movement/logic engine, playtesting a huge puzzle game, and building creative confidence in the age of the internet.

Inside PC Gaming Show & Convergence: What Showcase Curators Really Want

A panel of showcase organizers and marketing veterans shares candid, practical insights on getting your game into high-profile showcases. They discuss how they evaluate submissions in under a minute, why “if it’s not a yes, it’s a no,” and which moments—world premieres, demos, or “out now”—move the needle most. You’ll learn how to target the right events, build trailers that sell to players (not devs), and use showcases as part of a longer marketing chain.

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