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AI Engineer Europe 2026

Think You Can Build a Game with AI? Think Again! The New Games Are Just Being Invented!

Danielle An· Principal Engineer, MetaDavid Hoe· Meta18:00

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Beyond the Prompted Game: Art Direction, Runtime Characters, and Platform Design

Generating a recognizable game is only the beginning: coherent art, player judgment, runtime decisions, and platform economics determine what comes next.

From a talk by Danielle An and David Hoe

A game replaces the slide deck

Scan a QR code, join a shared game, and navigate to an NPC to reveal the next piece of the presentation. That is how David Hoe and Danielle An begin: the audience controls the movement, and therefore how chaotic the talk becomes. Hoe introduces himself as a prototyper at Meta; An is a principal engineer there. Their presentation makes participation part of the interface instead of leaving it outside the slides.

When several people steer at once, a voting system determines which input wins. The result is a small quest game whose NPC dialogue carries the presentation. An and Hoe lead AI-driven game creation work at Meta, building for casual and professional creators alike. An says they have been doing this for over a year and introduces a tour of games Hoe made in the preceding 12 hours. The intended audience includes people who play games, people who want to make them, and creators wondering how AI changes their work.

Pixel-art plaza with a fountain, characters, and an open welcome dialogue above the talk title.
An NPC dialogue welcomes players to AI Engineer Europe in the interactive presentation.
0:150:23
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0:15 · section reference included

Recognizable games are only the beginning

By the talk’s 2026 setting, prompting Gemini for a platformer or Tetris is already a familiar experiment. A couple of prompts can produce something recognizable, although it may not work immediately. The initial delight comes from seeing a game appear. Then the novelty wears off: if everyone asks for a little platformer resembling Mario, the results tend to resemble one another too. Producing a game does not yet give it a reason to stand out.

Meanwhile, the shared presentation exposes its own interaction tradeoff. So many attendees are moving the character that the NPC text becomes difficult to read. An suggests stopping movement long enough to see it. The voting system resolves competing inputs, but the audience still has to coordinate around the activity the interface is meant to support.

3:013:18
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Lower barriers leave the craft intact

The larger change is who can participate in making games. A programmer who cannot draw or model in 3D can turn to Nano Banana or Meshy to get past an art bottleneck. An artist who previously had to wait for an engineer can use AI assistance to get past a coding bottleneck. These tools remove barriers between disciplines; they do not remove the distinction between a good game and a bad one.

Pixel-art greenhouse with an open dialogue discussing simple viral games, repeatable mobile games, and complex games that still take months.
The greenhouse dialogue describes competition across game types and changing production methods.

Once the first prototype exists, familiar design demands return:

  • Aesthetics: A purple box next to a green platform may communicate the mechanics, but it rarely supplies a compelling visual identity.
  • Cohesion: The UI, story, and art should feel as though they belong to one universe.
  • Playtesting: Real people’s reactions reveal what works beyond the creator’s own expectations.

The new access to production makes these judgments more consequential, because simply getting something onto the screen is less distinctive.

Hoe then introduces a video from Dale, an art director they work with, showing how key art can anchor an LLM’s work. The example starts with a bear-themed image. Rather than separately describing the desired look for every asset, the creator carries a shared visual reference through the process:

  1. Iterate on concepts until an image establishes a direction worth pursuing.
  2. Use that image to guide the style of the game’s assets.
  3. Let the image also inform possible gameplay, not just surface appearance.
  4. Keep using the reference across sessions so the model receives a consistent source of context.

A single image can hold several kinds of information at once. Its value is the common direction it gives subsequent decisions, helping the generated pieces belong together.

As those tools shorten the distance between a prompted prototype and a professionally presented game, polish becomes a less sufficient differentiator. An calls the next requirement taste: understanding which people would enjoy the game, why they would enjoy it, and what they are seeking from play. Delivering a functioning artifact and understanding its audience are separate accomplishments.

4:214:30
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4:21 · section reference included

Runtime LLMs turn personalities into competition

So far, AI has helped produce the game. A runtime LLM introduces another role: making decisions while someone is playing. It can modify, direct, or otherwise influence the experience as it unfolds. An introduces a multiplayer demonstration that she says the team built over a couple of days. Each NPC is driven by an LLM.

Four players first specify how their NPCs should behave. A character might be a thief, honorable, or fast. Once the match starts, the NPCs independently pursue a common objective: collect as many cubes as possible. Personality affects how they approach that objective and how they treat competitors.

The resulting interactions go beyond moving toward an unclaimed cube. An points out characters stealing other NPCs’ cubes, blocking rivals, and kicking them, describing these choices as unscripted decisions made by the runtime models. The distinction is between a designer specifying each encounter in advance and giving characters behavioral direction from which interactions emerge during play. An describes the resulting matches as unique and nonrepeatable.

As the characters begin fighting, personality becomes a design input for the overall social experience. The same broad approach could support more antagonistic competition, friendlier behavior, or cooperation. An presents this as a newly practical area of experimentation, attributing its feasibility to faster inference and cheaper models. Her claim is about the team’s practical opportunity to build these games; the talk supplies no latency or cost measurements and does not establish a historical first for LLM-driven characters. She closes the demonstration by returning to lessons from roughly twelve months of leading this work.

8:238:35
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More iteration, and more personal play

The production change starts with dependencies between disciplines. An describes a conventional sequence that moves from design through art, modeling, animation, and coding. Once later stages depend on earlier decisions, revisiting those decisions becomes expensive. AI assistance lets her teams do more of this work in parallel. An reports that her teams achieve updates and iterations in hours or days instead of months. That is a report from their workflow, without a defined comparison workload or team-size breakdown.

Production patternEffect on iteration
Sequential handoffsUpstream changes disrupt downstream work.
Parallel work with AI assistanceTeams can revisit decisions more readily.

The benefit An emphasizes is more time for playtests and changes to the game idea itself. Faster production matters because it creates opportunities to discover what is fun, rather than simply accelerating execution of the original plan.

Runtime direction could also make the experience more personal. An describes herself as coordination challenged: in cooperative games with friends, she worries about holding the team back, sometimes enough to stop playing. An LLM acting as a game master could potentially adjust the experience so she can continue contributing and enjoying the game with them. This is a proposed use of adaptation, not a demonstrated difficulty system. The relevant goal is keeping friends able to play together despite differences in skill.

A greenhouse game scene with a Mirror Bloom dialogue explaining personal play, adaptive difficulty, and keeping games fun for everyone.
The dialogue proposes adapting difficulty and responding dynamically to player behavior.

That possibility does not mean the technology automatically improves the product. Teams are still exploring where runtime LLMs add value. An imagines a Star Trek-style interaction in which a spoken request produces a forest and a bear-hunting experience, but explicitly places it in the future. The present task is to discover useful forms of runtime direction while tools, codebases, and expectations of quality keep changing.

10:5711:14
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Nondeterminism extends across the platform

At platform scale, the problem expands beyond the behavior of one NPC. An describes Meta’s ambition to support millions of pieces of gaming content as creation becomes more accessible. Agentic systems can participate throughout that platform: interpreting a creator’s prompt, making decisions during a match, and serving, ranking, and delivering content. Nondeterminism can appear across the whole stack.

Conventional stability practices start from a relatively familiar object: a known codebase whose behavior engineers test and debug. In an agentic system, changing a model or a prompt can substantially change behavior even when the surrounding application code stays the same. A model upgrade can therefore become a system-level change. An leaves debugging and maintaining these systems as open engineering questions; the presentation identifies the problem without prescribing a deployment architecture.

Pixel-art control room with an open dialogue describing compounding nondeterminism and the assumptions of traditional CI/CD, versioning, QA, and release processes.
“The tension” dialogue links nondeterminism across runtime, ranking, and delivery to engineering challenges.
13:5314:09
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From a Labubu universe to the next experiment

The longer-term aspiration is a world like OASIS in Ready Player One. An describes the industry as being at the beginning of that possibility, then asks the audience to navigate to one more NPC. The shared controls initially refuse to cooperate. When the audience finally reaches the character, the abstract vision becomes something more personal: An loves Labubu and imagines a universe where she can be whichever Labubu she wants and collect others. The appeal is a world organized around a player’s own interests.

The next experiment depends on how far a creator has already gone:

  • First-time creators: Use Gemini, Manus, or another preferred tool to prompt a basic game such as Tetris or an infinite runner. Expect failures as well as moments when the result works surprisingly well.
  • Prototype builders: Improve the art, UI, and surprises until the game feels deliberately made rather than like the default output of a prompt.
  • Platform engineers: Work through the token economics. The system needs an economic arrangement that works for creators, players, and the platform.

Runtime generation also makes content safety part of the playing experience. If a model can generate images or other content during a session, that output must remain appropriate for its audience. Making creation accessible opens the door; sustaining those worlds requires solving both the economics of their ongoing computation and the safety of what they produce.

15:2015:33
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Resources

From the talk

Read the complete timestamped transcript
  1. 0:00

    [upbeat music] Hello.

  2. 0:15

    Thank you for joining us before lunch especially. So appreciate it. Uh, I'm David, Prototype at Meta.

  3. 0:23

    I'm Danielle. I'm a principal engineer at Meta.

  4. 0:26

    And, uh, we have a little, uh, set of slides here we thought would make a, make a, a little, uh, different experience today. So instead of, uh, non-interactive slides, you get some interactive slides.

  5. 0:39

    So if anyone's interested, you can just scan this QR code. I'll try and make it bigger for you. And, uh,

  6. 0:47

    if you get fidgety, have a go and, uh, see what this does along the way. Um, this is linked up to, by the way, so instead of slides, each NPC will reveal the slide content.

  7. 0:58

    So depending on how chaotic you want things to be, uh, you have control.

  8. 1:04

    Everyone got that? I'm gonna close that down.

  9. 1:09

    And over to Danielle. [laughs]

  10. 1:14

    Yeah, so while you guys are getting the hang of this, it seems to be working. While multiple people are controlling it, uh, there's a voting system behind the scenes that will determine who wins.

  11. 1:27

    But if you try to... Yes. [laughs] It's like a little quest-giving game. But, um, before we go any further, the reason we're doing this is that the two of us are leading some of the AI-driven gaming creation work at Meta.

  12. 1:43

    We've been doing that for over a year now. And a lot of what we do on a daily basis is, um, using AI to help generate games

  13. 1:54

    for the casual creator, pro creator, and everybody alike. So given that that's our full-time job, we figured that we will take you on a little bit of a journey on the games that, um, David made in just the last 12 hours. [laughs]

  14. 2:14

    So now we're gonna get started. So because it's lunch and the previous talks are a little bit delayed, so we appreciate you being here, like David was saying. But we should also be honest about why you are here, and we want to tell you what kind of value we might bring or not bring.

  15. 2:34

    So we're imagining if you come to this talk, you're people that are very interested in games. Maybe you play a lot, or at least you're somewhat interested in how games are made.

  16. 2:44

    And even better, if you wanted to make them in the future or if you made them in the past and you, you're wondering how AI is gonna change that.

  17. 2:52

    So this is the kind of talk for you. But if none of that is interesting to you, at least you can just have fun, um, play the game before lunch, and work up your appetite.

  18. 3:01

    But, um, now we're gonna get going onto the real part. In 2026, a lot of you probably have either built something, um, like a little game, like a platformer game or a Tetris or something on Gemini.

  19. 3:18

    If you have not, maybe your kids, your moms, your friends have built them, very ... Chances are it's, uh, very likely. And, um, initially it's very impressive 'cause within a couple prompt you're like, "Oh, here is a game.

  20. 3:31

    I can, I can recognize this." And if you're lucky, it works out of the box, but not a guarantee. But, uh, the problem is that as time goes on, you would all see that the novelty kinda wears off, and a lot of what you prompt is the same.

  21. 3:46

    If everybody says, "I want a little platformer game that looks like Mario," overall, they all kinda look similar, if they work at all. So after a while, it's like, "What's next?

  22. 3:56

    This is cool." So that's, um ... Yeah, we're all moving a lot here. [laughs] So if people want to see what the text actually is, [laughs] it's good to just kinda not move for a while. [laughs]

  23. 4:09

    But, uh, I don't know how many people are here. Actually, I'm not sure how many people are here, but a lot of people are controlling, so it's hard to, um, stabilize, which is a part of the game.

  24. 4:21

    But the point here is that, um, everybody can build a game over the weekend, but what is the next thing, and why ... What does this mean really to the industry?

  25. 4:30

    And, like, in our opinion, what this means is just a lot of people previously who wanted to build games but were gated by skill sets. For example, "I'm a coder, but I'm not an artist.

  26. 4:39

    I cannot do 3D modeling. I cannot draw. I cannot get art." But now you can just use Nano Banana or Meshy or whatever else to get yourself unblocked. Um, same thing with artists who previously really want to build games, but maybe they don't have the coding skills, and so they have to wait for engineers, or they just

  27. 4:55

    feel like that's not possible. For a set of people that really want to utilize this moment to build more games, the, the barriers are removed, but then that doesn't mean everybody can make a good game.

  28. 5:07

    What will make a, what will separate a good game versus a bad game is still a lot of the typical stuff, and here we're gonna share with you some of the tips that we've learned in the last year working on AI game building, which is, uh, how do you stand out?

  29. 5:23

    Um, I hope so far you're not too bored. How do you stand out? Um, there's a few things. Like, one is usually aesthetics, right? Like, after you prompt a few games, you just, you're not satisfied with, like, a little box that's purple next to a box that's green that shows, like, a platform.

  30. 5:40

    There's a lot of art to that. There's also a lot of cohesion to the game you make between the UI and the stories and then art. Is, does it feel like one entity?

  31. 5:48

    Does it feel like it's one, one lives in one universe? And then there's, uh, lots of, like, play tests and, like, the real people with real feedback will tell you what is good.

  32. 5:59

    But, um, just gonna directly go to a video that maybe Dav- David can comment on what, what is the point of this video[upbeat music]

  33. 6:10

    A video from, uh, one of our art directors that we work with, Dale, and he wanted to demonstrate here an example workflow that you could try out, which is really about using key art as a, an anchor for the LL model.

  34. 6:24

    So, um, just like game development, you might have a stage where you're iterating and you come across like a, a concept that you really like. So same thing with the models.

  35. 6:35

    You can use just a single key art image for game for inspiration. In this case, you can see the key art was, uh, lovely bear example. And the difference here is that you go from being able to, you know, um...

  36. 6:51

    It, it basically anchors you on, um, having a, an image that you can use for the art style that you can then filter down to the assets that you can see here before.

  37. 7:03

    But also, it can also help anchor on, you know, what the gameplay could be. So it actually holds a lot of information, and it's a very simple way to get started and allow for the, uh, LLM to have some cohesion throughout the sessions as well.

  38. 7:18

    So yeah, that's just demonstrating that.

  39. 7:25

    So this hopefully shows you that, um, what the difference between something you can prompt or your kids can prompt versus a professionally made game, and the distance is shortened by a lot because what David is saying, all the AI tools that can help you with that.

  40. 7:41

    Um, but another-- Once you get to the basic level of like, okay, this looks like a decent game, one of the most important things is what will make your game stand out if every game looks polished?

  41. 7:54

    What makes your game the best, not just better? And what makes it the best is the same as everybody now in the AI age would say, is the taste.

  42. 8:05

    It-- What it really means to the games is that it's not that you delivered a game, but it's that you have the feel that this is a game humans would like, and which subset of the humans would like, and why they would have fun with that.

  43. 8:17

    Like, what are, are they pursuing behind the scenes with these games? Um,

  44. 8:23

    and then once you reach that level, you're like, "Ah, great, now I can make a game." Now, the problem is that not quite, because now there's introduction of new technology, runtime LLMs.

  45. 8:35

    Um, what that means is that while you are playing the game, there is a libi- living entity, the runtime LLM, that is modifying, changing the game, directing the game in some way.

  46. 8:47

    Here is another example of that. Would you like to comment on that? Our team built this, um, again, just over a couple of days, and this is a multiplayer game where each of the NPCs here is entirely driven by LLM.

  47. 9:03

    So this is the part where the humans are setting up a competitive game. It's like four, four players playing against each other, and by specifying what the NPC should do, giving it a personality, maybe it's a thief, maybe it's very honorable, maybe it's very fast, uh, whatever personality it has.

  48. 9:20

    Now the game is about to begin, and you will see these, uh, runtime LLMs independently making decisions, achieving the goal of this game, which is to get as ma- many cubes as possible.

  49. 9:31

    But as you watch, you will see some of the NPCs will make decisions to steal other NPC's, um, cubes or block other NPCs, kick other NPCs. These are entirely not scripted.

  50. 9:42

    These are runtime LLM-driven decision-making. So it just adds a lot of spice, a lot of, um, dyna- dynamicness to the games. Every game is unique. Every game is not repeatable.

  51. 9:55

    And so that is a new form before the intro- introduction of AI in the last, let's say, eighteen months, which is now possible. So now we're sort of experimenting a lot with this genre of games

  52. 10:06

    where you can see these NPCs starting to fight

  53. 10:10

    with their personalities. You can obviously design the game to be more spicy, um, or more friendly, co-op or competitive.

  54. 10:32

    And again, the point of these games is that they were previously not in the industry ma- It was just not possible to make them. But now the inference time is fast enough, the models are cheap enough for us to actually build these kind of games.

  55. 10:44

    Again, built over a couple of days. So next, um, we're gonna share some learnings from us driving these teams in the last twelve years, uh, twelve months. Feels like twelve years [laughs].

  56. 10:57

    Um, directing teams, um, across disciplines and what we've learned using AI tools and how does it change the game building experience. Um, briefly, the first thing it changes is in the past, building games are very expensive because it's a linear kind of process.

  57. 11:14

    From one department to another, first you design and then you go to like art, then you go through modeling, potentially. You go through animations, you go through coding. But all of this is kind of like a linear waterfall model, and what that means is that once you commit to making a game, it's very hard to revisit the

  58. 11:31

    decisions upstream. That's very, very costly. But nowadays, because of AI, we have achieved teams that are working in parallel, and updates and iterations on the games are achieved in hours, days, as opposed to months.

  59. 11:45

    What this achieves is just that games are more fun because you have more playtest. You have more t- um, time to iterate on the game idea as opposed to just linearly executing, and this is a game changer.

  60. 11:59

    And- The second thing that we've learned, uh, on, on top of the taste is just with LLMs, with, uh, runtime decision-making, it c- the... There's a game master that can help you make the game more personal, more interesting for you.

  61. 12:13

    For example, for myself, I'm not very, um... I'm coordination challenged, so when I play games with my friends, I'm always... If it's co-op, I'm always the one that is, like, tanking the team.

  62. 12:22

    And in the past, it just sometimes stops me because I feel like I'm just dragging the team behind. But if LLMs can adjust that for me, allow me to still play with my, my team and have fun, that is big win that, that previously was not possible.

  63. 12:37

    Another learning is, as we previously said, runtime LLM is gonna be a game changer, but just like any piece of technology, the technology itself does not make the product better.

  64. 12:48

    We are, just like a lot of the teams, still at early phases exploring how do you use runtime LLM. We imagine a lot of these kind of things like Star Trek, right?

  65. 12:57

    You say, "Imagine in front of me there's a forest, and now I'm hunting bears," and it just suddenly happens. We do see that eventually becoming reality, but it's not currently the reality today.

  66. 13:09

    So today, how do you use runtime LLMs to drive your game to be differentiating against other games is still something we're exploring, and a lot of people are very interested in this area.

  67. 13:21

    But in general, there's lots of challenges. I think everybody, whether you're in the ga- game industry or other industry, what you do feel is that every day AI is changing what you are doing from the tools, from to your code base to what good looks like, and just keeping up with that has been very hard, very challenging,

  68. 13:39

    um, but also very interesting. Um, if that's the kind of thing that you like, that's gonna take you a really long way. Um. [laughs]

  69. 13:50

    It's refusing to talk to the NPC now.

  70. 13:53

    Um, and the last bit I will talk about that's kind of technology driven is now we imagine we work at Meta. Like, Meta cares about being a platform of millions and millions of piece of co- gaming content that will come online, especially now that everybody can create.

  71. 14:09

    One of the main challenges is just that through all of a- agentic systems from the front end where the user is prompting potentially to runtime, the LLM is making decision, like the game we showed, we showed before, to the platform.

  72. 14:23

    Serving content, ranking content, delivering content. Through the whole platform, there's ag- a- agents and agentic systems at play. So that just means indeterminism throughout the whole stack, which is something that, as engineers, especially at scale, we are struggling a lot with in general, right?

  73. 14:40

    Because we're used to thinking that you write code, you write test, stability, debugging against a set known, a, a known set of code base is what we call stability and scalability.

  74. 14:51

    But now in these days, if your model is changing, model upgrades, if your prompt is changing, a lot of things can en- en- entirely throw off your system. So how do you even debug that?

  75. 15:02

    How do you, um, engage with systems like that is still a challenge. But since we have only two minutes left and it's about lunchtime, let's say something like that is, uh, that inspires David and I on a daily basis is that this just means that for the whole gaming as a industry is being transformed tr- is being

  76. 15:20

    transformed by AI, and we're at day zero. So for those of you who've read or seen Ready Player One, this is the moment where we think we're at the beginning where that oasis can actually be a reality.

  77. 15:33

    So if you wanna be part of that, you're going to... I do really hope you guys navigate to her, 'cause there's something very cool here if you navigate to her. [laughs]

  78. 15:42

    Come on, please. [laughs] It's not happening. Oh, come on, please. Can we go to her?

  79. 15:50

    Ah, yes. So I personally love Labubu. Um, so this is one of those personalization moments where with AI you can theme any game towards anything that you want. And for me, building this moment just means that you can create a universe of Labubus, and you can be any Labubu you want.

  80. 16:07

    You can collect any Labubu you want. And last but not least, a little bit takeaway before lunch is whoever it is you are, maybe you never built a game, so then the, the task here for the takeaway for you is the weekend is coming.

  81. 16:22

    You can just use any of your favorite models, maybe Gemini, Manus, whatever it is. Just try to prompt a very basic game like Tetris or, um, a infinite runner, something that you play, and just see what, what it does.

  82. 16:36

    It's gonna fail. It's gonna d- b- bring you delight when it surprises you and it works really well. Or maybe you are the people that already went through that phase, and that's why you are in this talk, where you're like, "What is the next phase?"

  83. 16:47

    The next thing for, for you is probably something we mentioned prior, is to upgrade your game with art, with UI, with surprises so, so it doesn't feel like it's something that is prompted out of the gate.

  84. 16:59

    So you can up level there. But if you are beyond that as well, then if you're an engineer that cares about scalability, then think about tokens. How do you make sure creators, players, and platform with token economy are gonna be profitable?

  85. 17:13

    Um, and content safety is one of the bigger challenges, is how do you make sure with runtime LLM maybe potentially generating images and content, you know that the content is actually safe for your audience?

  86. 17:25

    There's a lot of open challenges there, whoever it is you are. And I'm in negative time. So thank you very much for being here from me and David. Thank you for, um, participating and working with the NPCs.

  87. 17:37

    Hopefully you had a little fun. Go to lunch. Thanks. [applause] [upbeat music]