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© 2026, Amazon Web Services, Inc. or its affiliates. All rights reserved. Amazon Confidential and Trademark.
© 2026, Amazon Web Services, Inc. or its affiliates. All rights reserved. Amazon Confidential and Trademark.
Four people. One game.
Not enough hours.
How two open-source projects let a small team talk to
their tools instead of clicking through them.
C HA P T E R O N E
Kiro Unity Accelerator
C HA P T E R T W O
Kiro Multi-Agent Game Studio Open source · MIT
Danny Ho
AWS Solutions Architect
dayho@amazon.com
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Everybody here does two jobs
Mei
Designer
…and the person who tunes
every number
Ken
Artist
…and the person who imports
400 files by hand
Ana
Programmer
…and the only one who knows
how the build works
Sam
Producer
…and everything nobody else
has time for
TH E P L AN Ship one small game in six months. They have the skill. They do not have the hours.
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The week they actually have
Not a statistic. A composite week, told as a story.
Monday Ken imports art Same settings, 400 files, one at a time
Tuesday Mei waits for a scene She cannot tune the game until it exists
Wednesday Ana fixes the build Nobody else can, so nothing else moves
Thursday The phone build is slow Found late, because nobody checks until it hurts
Friday They design the game The one day that matters. The first to get eaten.
Their skill was never the bottleneck. Repetition, waiting and late surprises were.
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What if Monday were one sentence?
H O W I T WO R K S TO D AY
1 Find the right window
2 Click, for every single file
3 Write a throwaway script
4 Ask Ana what the rules are
5 Do it again next week
H O W I T CO UL D W O R K
"Set all models in the Characters folder
to Humanoid rig"
"Create a 3D first-person scene"
"Build a slot machine in Unity"
Copied from the two repositories' own example lists.
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© 2026, Amazon Web Services, Inc. or its affiliates. All rights reserved. Amazon Confidential and Trademark.
K I R O U N I T Y A C C E L E R A T O R
An assistant that knows Unity and can actually operate it.
Give one person an expert
https://github.com/hoycdanny/kiro-unity-accelerator
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It takes over the four boring days
KEN'S MONDAY
Art & scenes
Batch art settings
Scene from one sentence
Editor tools on request
ANA'S WEDNESDAY
Build & test
Build and explain errors
Run and format tests
Chain steps in order
THURSDAY'S SURPRISE
Speed & quality
Find what is slow
Check code structure
Flag stale documents
BEFORE LAUNCH
Ship checks
Android, iOS, web, VR
What uses what
Which button hits which code
12 areas · 40+ tool modules · 14 written rule files · 25 ready templates
Monday to Thursday, in four groups.
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DEMO
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Demo
https://hoycdanny.itch.io/kiro-ghost-shooter-game
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Code Quality Inspection Report
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Screenshot
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Generate Technical Documents
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Cross-Platform Testing
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Build Windows Version
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Multi-Expert Pipeline
Figma
Design Tool
→
Figma MCP
→ Kiro Figma Power
Activates Integration
Figma Knowledge
→
Unity
Game Engine
→
Unity MCP
→
Kiro Unity Power
Activates Integration
Unity Knowledge
→
Kiro
Agentic IDE
↓
Kiro Spec
Output
→
1
1
1
2
3
3
3
3
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Draw Figma
Install Figma
Power
Sent Idea to Kiro
Use MCP connect
to Figma
Figma Layout
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Create Kiro Spec
Requirement Design Task
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Snake game developed in Unity by Kiro Spec
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Replace with Little Ghost on AssetStore
https://assetstore.unity.com/packages/3d/characters/creatures/ghost-character-free-267003
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Import Asset
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Little Ghost Starts Running
I think the Pac-Man game is too boring. I want to
replace the enemies in Pac-Man with ghosts. I already
have the Asset ready, but I don't know how to do the
replacement. Can you follow best practices and help
me swap them? My ghost is in GhostCharacter_Free
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Add Little Ghost to the Scene
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Add Trees and Start Playing
https://assetstore.unity.com/packages/3d/vegetation/big-oak-tree-free-279431
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Real Customer Feedback
Using Kiro Unity Accelerator with Photon Engine to develop
multiplayer online games. A networking framework that originally
took three weeks to learn was completed in just a day and a half
with Kiro.
Non-engineering team members can operate Unreal Blueprint through
natural language, bypassing the C++ learning curve. Engine operations
that used to take newcomers months to master can now be
independently delivered within days.
At the "Garena × Rayark Game Jam" in June this year, co-hosted by Garena and
Rayark Games with technical support from AWS, participants experienced Kiro
firsthand. Over three days, 120 developers in 20 teams faced tight deadlines and
intense pressure — the ultimate stress test that exposes every possible issue.
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One expert is not a studio
Chapter one gave one expert her week back. But three other team members are still waiting.
DESIGNER ASKS
"Is this even the right
game to build?"
A Unity expert has no opinion
on game design.
ARTIST ASKS
"Who makes the art
and the music?"
Those live in other tools
entirely.
ANALYST ASKS
"Are the numbers and
the law right?"
Payout maths and ratings are
their own trades.
AND THE HONEST ONE
"Should we even use
Unity?"
You cannot ask a Unity expert
that. It will always say yes.
A deep specialist cannot make the calls that span the whole project. You need someone above them.
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K I R O M U L T I - A G E N T G A M E S T U D I O
48 AI roles, where chapter one's
expert is just one member of
staff.
Give the team a studio
https://github.com/hoycdanny/kiro-multi-agent-game-studio
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One door. 48 roles behind it.
You — one sentence
producer
Works out the engine and the game type, then hands out the work
5 L E A DS — T H E S E A NS W E R TH E Q U E S T I O NS F RO M T HE LA S T S L I D E
design lead
what to build first
domain lead
which game type
art lead
the look and sound
tech lead
which engine
QA lead
is it good enough
20
design & genre experts
7
art & audio
8
engineering — chapter one
lives here
4
testing
2
launch & marketing
You talk to the producer. Nobody learns 48 names.
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It meets you where your team already is
4 E NG I N E S
Unity Godot Unreal Cocos Creator
1 5 G AM E T Y P E S , E AC H W I T H I T S O W N E X P E RT — A ND T HE O NE S TH AT A R E N O T CO V E R E D
Slot Fish table Shooter Multiplayer RPG
Card Match-3 Platformer Roguelike Strategy
Simulation Rhythm Story adventure Fighting
Racing, sports,
horror, party
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"I want to make a slot machine, but I know nothing about
games"
IT DOES NOT INTERROGATE
YOU
A pick, the reasoning, the trade-
off, and a default if you say
nothing.
WHAT IT ACTUALLY REPLIES
"Use Cocos Creator — slot
machines are 2D and need web
plus mobile. If you already have
Unity staff, Unity is better. If you
don't reply, we proceed with
Cocos."
1 approval, from a sentence
to a running pipeline
THEN SEVEN ROLES RUN IN ORDER
slot-game-expert the payout maths
balance-tester simulates it to prove the maths
comfyui-team generates the symbols and background
ui-ux-team screen layout and design tokens
cocos-team assembles the scene and the logic
functional-tester checks the flow works
compliance-release what the law needs before you ship
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Demo
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kiro-cli chat --agent producer
Please help me develop a first-person shooter game in Unity with a modern military style.
The player has three weapons: pistol, rifle, and grenade.
Enemies are terrorists, with two types: infantry and snipers.
The level is set in an abandoned warehouse where all enemies must be cleared.
Include a crosshair UI, health bar, and ammo display.
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Design Phase
Art Phase
Tech Phase
QA Phase
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ComfyUI Generates Audio
Even with intentional typos,
it can successfully identify
based on project context
Automatically generates
ComfyUI JSON based on
best practices
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Explore Complex
ComfyUI with
Natural Language
https://github.com/hoycdanny/kiro-comfyui-accelerator
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ComfyUI
Generates Images Based on Project Content
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Import Generated Images into Blender
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ComfyUI to Blender
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Generate a realistic-style
female portrait with short
black hair, soft studio lighting,
and a neutral background
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Regenerate using the
previous image with
warmer tones and
shallower depth of field
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Upscale the previous
result to 2x using hires-
fix
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Drive the high-barrier Ableton Live
with natural language
https://github.com/hoycdanny/kiro-ableton-accelerator
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Demo
Video
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What you just saw isn't "AI writing code" —
it's a production line with specifications,
handoffs, reviews, and validation.
Specifications: shooter-expert Handoffs: Contract + Manifest Reviews: Lead review gates Validation: Simulation reports
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The AI team executes; you make the decisions
This framework doesn't hand the game to AI — it hands execution to AI and keeps the steering wheel with you.
What the AI team handles for you
Spec expansion, task decomposition, cross-team handoffs
(Contract auto-linking)
Texturing, modeling, scene assembly, testing, and other
execution work
Numerical values are first validated through simulation
GDD and style guides are auto-loaded — every Agent follows the
rules
You are still the director
The Producer plans before starting — execution only begins
after your approval
Creative direction and the final call on "is it fun"
Final authority on review gates; full git history is always auditable
You define the GDD and style guide — that's the soul of your
game
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My personal take:
AI won‘t replace game developers,
but developers who can orchestrate AI teams
will be able to build games that were
previously impossible.
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Thank you for
listening
49