DreamGarden: A Designer Assistant for Growing Games from a Single Prompt
Sam Earle, Samyak Parajuli, Andrzej Banburski-Fahey
TL;DR
DreamGarden introduces a multi-agent, LLM-driven planner that decomposes a single high-level prompt into a hierarchical plan and delegates leaf tasks to specialized submodules to generate playable Unreal Engine prototypes. The system emphasizes a node-based GUI and human-in-the-loop interactions to balance autonomy and designer oversight during rapid prototyping. Through an in-person usability study, the authors reveal that intermediate planning artifacts are valuable for understanding and guiding development, though complex tasks still challenge full autonomy. The work demonstrates a novel interaction paradigm for open-ended game design and outlines design and ethical considerations for future semi-autonomous design tools with broader applicability beyond gaming.
Abstract
Coding assistants are increasingly leveraged in game design, both generating code and making high-level plans. To what degree can these tools align with developer workflows, and what new modes of human-computer interaction can emerge from their use? We present DreamGarden, an AI system capable of assisting with the development of diverse game environments in Unreal Engine. At the core of our method is an LLM-driven planner, capable of breaking down a single, high-level prompt -- a dream, memory, or imagined scenario provided by a human user -- into a hierarchical action plan, which is then distributed across specialized submodules facilitating concrete implementation. This system is presented to the user as a garden of plans and actions, both growing independently and responding to user intervention via seed prompts, pruning, and feedback. Through a user study, we explore design implications of this system, charting courses for future work in semi-autonomous assistants and open-ended simulation design.
