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Phoenix TechnologyUpdated Nov 2 23:01

Kimi Releases Game Development and Creative Work Solution, Agent Can Operate Unity, Unreal Engine, and Blender

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Kimi has released a game development and creative work solution, based on the Kimi K3.1 Pro model, Kimi Code, and the Kimi Work series of Agent products, and integrated with professional tool plugins such as Unity, Unreal Engine, and Blender. The solution provides game teams with assistance capabilities ranging from gameplay prototype validation and engineering and art production to publishing and operations; the plugins can directly operate existing projects and deliver files and operation records that can continue to be edited. Kimi claims that in one demonstration, the model worked continuously for 20 hours without human intervention, producing a native project that can be sustainably developed.

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The original text discloses the solution's engine plugins, cross-tool collaboration methods, and pilot recommendations, which can be used to assess the boundaries of Agent involvement in the game production process.

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Kimi Releases Game Development and Creative Work Solution, Agent Can Operate Professional Engines

Phoenix News Technology Download the App | Exclusive First Look November 02, 2026 21:32:50 From Beijing

Phoenix News Technology (Editor/Song Shumei) On November 2, Kimi released its "Game Development and Creative Work Solution," built on the Kimi K3.1 Pro model, the Kimi Code and Kimi Work series of Agent products, and integrated with plugins for professional tools such as Unity, Unreal Engine, and Blender, offering game teams assistance spanning gameplay prototype validation, engineering and art production, and publishing and operations feedback.

The core logic of the solution is to lower the cost of creative validation. Kimi cited data from Unity's "2026 Game Development Report," stating that 52% of surveyed developers prioritize small-scale projects to reduce risk, and 67% keep the prototyping phase within three months. Accordingly, Kimi aims to help teams quickly build playable prototypes with engines such as Godot before project approval, validating gameplay first before deciding on investment, thereby reducing rework caused by problems only surfacing after large amounts of level, code, and asset work are complete.

On cross-tool collaboration, Kimi said its model can understand multiple types of input such as design documents, screenshots, code, and 3D assets; Kimi Code focuses on code development and modification, while Kimi Work handles cross-file, multi-step production tasks, and directly operates existing projects in software such as Blender, Unity, and Unreal Engine through plugins, delivering files that can continue to be edited along with operation records for team review and collaboration.

According to cases disclosed officially, in the art asset stage Kimi can combine multi-angle videos and screenshots to check proportion, intersection, and material issues, and convert them into scripts to complete preliminary adjustments; in the Unity and Unreal Engine stages, it can sort out code structure, scene hierarchy, and module dependencies to locate modification points, then verify results using logs and runtime data. Kimi also said that in one demonstration, the model worked continuously for 20 hours without human intervention, producing a native project that can be sustainably developed.

In addition, the solution also covers publishing and long-term operations scenarios, including batch production and performance comparison of user acquisition materials, in-game assistant integration, classification and organization of community feedback, first drafts of content localization and sample back-translation, and preliminary screening of UGC. Kimi recommends that teams first pilot a single task with clear boundaries and easily checkable results, then evaluate whether to expand based on efficiency and quality.

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Phoenix Technology