Block-by-Block Reconstruction: Building Scene Assets Back into the Engine, Completely and Correctly

This is the third stop in the “making games with AI” series on asset reverse-engineering. The previous piece read a level out of the binary — how a single block’s placement list parses, how the coordinates line up. This piece answers the next question: once you’ve read it, how do you actually stand it up … Read more

Procedural Level Generation: A Full Teardown of a Four-Player Co-op Shooter

This piece — reverse-engineering how this game builds its procedural levels (no UE here; another piece covers rebuilding it in UE). Labeling convention (used throughout): – Confirmed: directly verifiable from unpacked data — “visible via structure unpacking.” – Inferred: reverse-reasoned from data patterns, no direct evidence — “inferred from data patterns.” – Black box: involves … Read more

Nanite, End to End: Pipeline Walkthrough + Q&A

This is a linear walkthrough: follow one mesh asset through Nanite’s full data flow — how it’s processed offline into Nanite format (resource processing), and how that data becomes pixels on screen at runtime (the render pipeline). Depth is implementation-level, with file:line references at key points (based on a UE 5.7 source build of E:/Project/UE; … Read more

A PvE Extraction-Shooter Prototype: An Empirical Test of an AI-Assisted Development Pipeline

Part Two of the series · Opening of the practical track. Continues from the overview piece, AI-Native Game Development — From Asset Reuse to Experience Reuse, whose methodology now enters its empirical phase within a real project.   A question that must be answered first The overview piece systematically surveyed “the stages of game development … Read more

AI-Native Game Dev in Practice · From Asset Reuse to Experience Reuse

In AI-Native Game Dev in Practice · The Full Gameplay System Map, I folded combat, enemies, and levels into a single through-line: experience goal → features + numbers (config-driven) → AI-assisted execution → validate and iterate. That piece kept hammering on one sentence — validate that it’s fun before you pour in assets. But back … Read more

How to Build an Open-World Game: A Systems Overview

This article is distilled from a long-running, source-level reverse-engineering read of the engine and client code of a mature, commercial open-world game (roughly 700+ source-level notes)—covering not just the low-level engine, but also the more game-side systems: gameplay, networking, save, UI, telemetry. It isn’t about any single flashy trick; it answers a plainer and harder … Read more

AI-Native Game Development in Practice · The Full Gameplay-System Map

This isn’t an article about what AI *can do*. There are already too many of those lists — AI can write code, generate textures, run simulations. But piling those capabilities together does not automatically produce a development method that actually ships. The real question is: when you want players to feel a certain way, how … Read more

AI Native Game Dev in Practice — TPS Camera Overhaul

I. Why This Article In our previous article, we discussed the methodology of AI Native game development, with the core thesis being “experience validation first” — games can be fully played and validated before production assets are finished. Methodology sounds great on paper, but what does it actually look like in a real project? This … Read more