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GameCrafter: An Agentic Framework for Multi-Gameplay Game World Generation

Ten generated game worlds, released as editable Unreal Engine 5.8 projects

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

1Tencent, 2National University of Singapore

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

Paper · Project page · Code

GameCrafter teaser

GameCrafter turns a single prompt into a high-quality, multi-gameplay 3D game world. This repository holds the ten worlds shown in the paper and on the project page. Every world was generated from one text prompt, supports free exploration and a humanoid melee boss fight, and switches between first-person, third-person and isometric (2.5D) cameras.

The ten scenes

Scenes

Each scene is one self-contained ZIP: a complete, editable UE 5.8 project with a portable launcher.

Case Scene File Size
01 Sunlit Mediterranean Courtyard 01_Sunlit_Mediterranean_Courtyard.zip 418 MB
02 Autumn Woodland Shrine 02_Autumn_Woodland_Shrine.zip 1.07 GB
03 Desert Caravanserai 03_Desert_Caravanserai.zip 260 MB
04 Snowbound Mountain Outpost 04_Snowbound_Mountain_Outpost.zip 269 MB
05 Japanese Spring Sanctuary 05_Japanese_Spring_Sanctuary.zip 622 MB
06 Overgrown Tropical Water Temple 06_Overgrown_Tropical_Water_Temple.zip 374 MB
07 Steampunk Foundry District 07_Steampunk_Foundry_District.zip 574 MB
08 Gothic Cathedral Quarter 08_Gothic_Cathedral_Quarter.zip 547 MB
09 Dense Cyberpunk Neon District 09_Dense_Cyberpunk_Neon_District.zip 473 MB
10 Underwater Research Habitat 10_Underwater_Research_Habitat.zip 202 MB

The prompt used for each scene is included in its ZIP as PROMPT.txt and listed under Prompts. SCENES.json records the relocation checks run on every package. A Chinese guide is in README.zh-CN.md.

Download

# one scene
hf download teawhite/GameCrafter 01_Sunlit_Mediterranean_Courtyard.zip --repo-type dataset --local-dir GameCrafter-scenes
# all ten scenes (about 4.8 GB)
hf download teawhite/GameCrafter --repo-type dataset --local-dir GameCrafter-scenes

Play and edit

  1. Use Windows x64 with Unreal Engine 5.8 from the Epic Games Launcher. The assets were saved with 5.8.2 and every scene was tested with 5.8.3; the included native module matches the official 5.8 builds, so no compilation is needed.
  2. Extract the whole ZIP to a local folder. Do not open the project from inside the archive.
  3. Double-click PLAY.cmd. The launcher finds the local UE installation, or lets you select UnrealEditor.exe. You can also set GAMECRAFTER_UE_EDITOR or UE_ROOT.
  4. To edit, open GameDemo/GameDemo.uproject. The map is /Game/Generated/Maps/Demo.

If your engine build differs from the one the native module was built with (for example a source-built engine), the launcher recompiles it from the included C++ source. This needs Visual Studio 2022 with UE-compatible C++ tools and the Windows SDK; BUILD_AND_PLAY.cmd forces a rebuild. The first start can take a while as UE rebuilds local shader and derived-data caches. Playing a scene needs no Blender, Python environment or generation API.

If a scene closes during its first frame with a GPU "device removed" error, start it again; we saw this occasionally on one scene, with the original and the released package alike.

Controls: WASD move · Shift sprint · J / left mouse attack · K / right mouse heavy attack · Space dodge · C guard · Tab target lock · R reset · 1 / 2 / 3 first-person / third-person / isometric camera · V cycle cameras. Follow the in-game HUD for optional actions.

What each ZIP contains

  • GameDemo/: the UE project with Content, Config, Source, the required Win64 binaries and the project descriptor.
  • PLAY.cmd, BUILD_AND_PLAY.cmd and Launch.ps1: launchers that use paths relative to the extracted folder.
  • PROMPT.txt, README.md, MANIFEST.json (SHA-256 of every project file) and TRANSFER_CHECK.json.

Excluded: Intermediate, Saved, DerivedDataCache, PDB debug symbols, developer receipts and credentials.

These are editor-based UE projects, not cooked standalone games. Each released package was extracted to a new folder and checked: archive CRC, every file hash in MANIFEST.json, all project assets loading in UE 5.8, and the launcher's automated gameplay smoke test. Absolute source-file paths that UE records in asset import metadata were replaced with neutral placeholders of the same length. The checks ran on one Windows machine; other hardware and macOS were not tested.

Prompts

Show the ten scene prompts

Every prompt begins with the same gameplay brief: Create a playable 3D game demo with a controllable humanoid player, one humanoid melee boss, and a connected environment for free exploration and combat. Support movement, melee attacks, dodging, readable attack anticipation, hit reactions, and encounter reset. Keep the combat space unobstructed and all intended exploration routes traversable. The scene-specific part follows.

01 Sunlit Mediterranean Courtyard. Build a sunlit Mediterranean courtyard with warm limestone walls, blue wooden doors, terracotta pots, and climbing vines. Connect a central combat plaza to a shaded arcade and a small fountain garden using short, level paths. A lightly armored traveler faces a bronze town sentinel. Use warm daylight, soft shadows, and clearly differentiated stone, wood, and metal.

02 Autumn Woodland Shrine. Build a quiet autumn woodland around a small timber shrine, with red and golden leaves, exposed roots, mossy stones, and fallen logs. Connect an open combat clearing to a stream crossing and a sheltered lookout through two distinct forest paths. A forest scout faces a wood-armored guardian. Use dappled afternoon light and keep foliage clear of playable routes.

03 Desert Caravanserai. Build a desert caravanserai with sandstone arches, shaded market stalls, woven awnings, ceramic vessels, and windblown sand gathering along building edges. Connect a central trading court to a covered passage and a raised watch platform. A desert nomad faces an armored dune warden. Use strong sunlight, cool shaded interiors, and convincing transitions between sand, paving, and architecture.

04 Snowbound Mountain Outpost. Build a snowbound mountain outpost with dark timber lodges, stone retaining walls, packed-snow paths, and warm lanterns. Connect a sheltered combat yard to a frozen-stream crossing and a higher observation terrace using a gradual ramp. A winter ranger faces a frost-armored sentinel. Distinguish fresh snow, compacted tracks, ice, wood, and metal under cold overcast light.

05 Japanese Spring Sanctuary. Build a Japanese spring sanctuary with cherry blossoms, vermilion gates, tiled roofs, timber verandas, and stone garden paths. Connect an open temple courtyard to a pond-side pavilion and a bamboo tea garden through an asymmetric branching route. A wandering ronin faces an armored shrine guardian. Use soft morning light, layered planting, and coherent transitions between paving, soil, and wooden structures.

06 Overgrown Tropical Water Temple. Build an abandoned tropical water temple with carved stone terraces, large roots, hanging vines, shallow pools, and broken masonry. Connect a dry combat terrace to a flooded courtyard and an upper sanctuary through raised paths, a short bridge, and broad stairs. An expedition scout faces a copper-armored temple guardian. Balance humid sunlight, deep vegetation shadows, reflective water, and clearly readable routes.

07 Steampunk Foundry District. Build a working steampunk foundry district with brick workshops, brass machinery, riveted steel walkways, large pipes, and furnace light. Connect a clear assembly-floor combat area to a loading yard and an elevated control platform, including a loop and a side branch. A workshop mechanic faces a heavy industrial automaton. Make machinery structurally connected and distinguish oily steel, oxidized brass, brick, and soot.

08 Gothic Cathedral Quarter. Build a dark Gothic cathedral quarter with towering buttresses, vaulted passages, stained-glass windows, weathered statues, and candlelit alcoves. Connect a nave-like combat court to a crypt entrance and a bell-tower terrace through routes at different elevations. An armored pilgrim faces a cathedral executioner. Use moonlight and warm practical lights while preserving readable silhouettes, architectural depth, and safe traversal through shadowed areas.

09 Dense Cyberpunk Neon District. Build a dense cyberpunk district after rain, with abundant neon advertisements, layered signs, futuristic storefronts, rooftop equipment, and a varied high-rise skyline. Connect a market combat plaza to a narrow food alley, an elevated transit entrance, and a lower repair depot. Include a parked hover vehicle, an autonomous cargo rover, and charging stations. A cyber courier faces an armored security enforcer. Balance vivid advertising with readable surfaces and localized wet-road reflections.

10 Underwater Research Habitat. Build a sealed underwater research habitat with curved observation windows, pressure doors, laboratory equipment, cable conduits, and modular metal interiors. Connect a dry central docking-hall combat area to a glass observation gallery, a maintenance bay, and an upper control room. A marine engineer faces a humanoid pressure-suit guardian. Show ocean water, coral, and structural supports outside the windows; combine cool exterior light with warm interior fixtures while keeping all gameplay inside dry, traversable spaces.

License and third-party content

The scenes combine content under different terms, and this release does not relicense any third-party content:

  • Unreal Engine and the UE template character and animation content in the projects are Epic Games content, used under the Unreal Engine EULA.
  • Generated meshes and images (for example from Tripo and image models) follow their providers' terms.
  • PBR materials come from CC0 sources such as Poly Haven.

The GameCrafter framework source code is MIT-licensed; see the GitHub repository.

Citation

@misc{deng2026gamecrafter,
  title  = {GameCrafter: An Agentic Framework for Multi-Gameplay Game World Generation},
  author = {Deng, Zhiyang and Deng, Xiyao and Jin, Yeying},
  year   = {2026},
  note   = {Preprint},
  url    = {https://teawhite.cn/GameCrafter/}
}
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