From imagination to interaction

GameCrafter

An Agentic Framework for
Multi-Gameplay Game World Generation

Zhiyang Deng1,2,†Xiyao Deng1,2,†Yeying Jin1,2,‡,*

1Tencent2National University of Singapore

†Equal contribution. Work done during research internships at Tencent.‡Project lead.*Corresponding author.

Building a world of worlds
01 / 06

Sakura Courtyard

Vermilion shrines, stone paths, and spring canopies.

↔ Drag to explore

Six miniature worlds. One coordinated creation framework.

See the playable results ↓

A world you can
actually play.

GameCrafter turns high-level instructions into coherent 3D game worlds where exploration and boss combat share the same executable environment. Specialized agents coordinate scene construction, character creation, animation, and gameplay across generative models, Blender, and Unreal Engine.

Four stages connect specification-guided orchestration, structure-aware asset synthesis, multi-gameplay world realization, and closed-loop quality control. The resulting worlds support three camera views and synchronized multimodal observations.

Six-world miniature overview with Dune Court facing forward on a white background. Actual Unreal Engine captures show exploration and Boss combat, first-person, third-person and 2.5D views, and aligned skeleton, whitebox, depth and semantic outputs.

Many worlds. Playable from every perspective. Dune Court demonstrates two gameplay modes, three camera views, and aligned multimodal data. The central disc is a representative 3D overview.

Full-resolution figure
2Gameplay modes
3Camera perspectives
5Aligned outputs
Text or references→Playable worlds
AbstractRead the full abstract

Recent advances in generative models and agentic workflows are making it increasingly feasible to automate game creation. These workflows offer a path from high-level user intent to playable worlds. However, existing systems largely focus on isolated assets, scene construction, or games centered on a single gameplay pattern, leaving coherent multi-gameplay 3D world generation underexplored. Generating such worlds requires coordinating scene construction, character creation, gameplay implementation and different software tools. To this end, we present GameCrafter, an agentic framework for scalable multi-gameplay game world generation. The long and interdependent production process makes consistent coordination across specialized agents and tools particularly challenging; GameCrafter addresses this with Specification-Guided Orchestration under shared production requirements. Moreover, visual plausibility alone does not guarantee gameplay readiness, motivating Structure-Aware Asset Synthesis that jointly models appearance and executable structure for environments and characters. These assets are then grounded in a shared executable runtime through Multi-Gameplay World Realization, allowing them to coexist consistently within the same world. Since errors can accumulate across stages and only become apparent after runtime integration, GameCrafter further employs Closed-Loop Quality Control, combining visual inspection, playtesting, and iterative repair. Beyond playable worlds, GameCrafter also produces synchronized multi-view, multimodal data aligned within the same simulation. Experiments demonstrate strong performance in visual quality, gameplay fidelity, and overall playability compared with existing game-generation approaches.

Specialists create.
Agents coordinate.

Four stages, from user intent to a verified game world.
Shared specifications connect agents and software.

Four stages connect design, production, and validation. A shared specification and artifact graph guide asset synthesis, runtime integration, and targeted repair.

Open PDF
Prompt + optional references

“Create a Japanese garden with cherry blossoms, branching paths, and a guardian Boss.”

↘
Shared GameSpecProduction requirements · artifact graph · specialized agents
↶ Localize failure → Repair responsible artifact → Recompute affected stages → Revalidate ↵

Different worlds.
Shared possibilities.

Actual Unreal Engine captures.
Select a case to explore its results.

Japanese garden

Sakura Courtyard

The world in miniature

Interactive authored geometry
Selected scene overview
Rotate and inspect the full authored mapLightweight WebGL geometry preview. Gameplay below shows the Unreal rendering.
Exploration in the selected game world
01 Exploration Discover the world beyond the arena
Boss encounter in the selected game world
02 Boss combat A playable encounter with animated characters

One world, three perspectives

One moment, five representations

Shared camera · shared frame

RGB, metric depth, skeletons, semantic labels, and structural whitebox share the same camera and simulation time. Whitebox uses simplified scene geometry and articulated capsules. Depth and semantic images here are display previews.

GameCrafter framework

100%PDF ↗
Complete GameCrafter method figure

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