Square Enix Dev Shows Game Designers How to Prototype With AI
The session suggests a flexible, phase-by-phase AI production method as a practical alternative to vibe coding for game designers without engineering backgrounds, aimed at improving planning presentations and team communication.
Reporting from 1 source: Game Spark.
At CEDEC2026, Square Enix's Tsukasa Toya demonstrated a workflow for non-engineer game designers to build prototypes using generative AI. The session used Unity 6 and a production method that generates assets and code at each phase rather than relying on complete AI-generated code. Toya, using the engine for the first time, created an action game where a knight fights enemies with a sword.
Square Enix's Tsukasa Toya presented a CEDEC2026 session aimed at producers and game designers without engineering backgrounds who want to create their own prototypes. The stated benefits include stronger planning presentations, easier team image-sharing, and livelier communication.
For the demonstration, Toya chose Unity 6 because it runs on a notebook PC and because he was using it for the first time, which he argued suited a demonstration aimed at beginners. Instead of directing an AI to produce a finished game, the approach generated assets and code at each stage and integrated them into the engine. The result was a playable action game with a knight advancing and defeating enemies with a sword.
Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.