GameDevBench: Evaluating Agentic Capabilities Through Game Development
Wayne Chi, Yixiong Fang, Arnav Yayavaram, Siddharth Yayavaram, Seth Karten, Qiuhong Anna Wei, Runkun Chen, Alexander Wang, Valerie Chen, Ameet Talwalkar, Chris Donahue
TL;DR
GameDevBench introduces the first benchmark for evaluating agentic capabilities in game development within the Godot engine, emphasizing multimodal understanding and integration of code, assets, and GUI editing. It builds 132 tasks from online tutorials through a four-stage pipeline (data preparation, automatic task construction, task refinement, and human annotation), with deterministic tests derived from Godot to enable verifiable evaluation. Across models, agents struggle on most tasks, achieving up to roughly the mid-50s percent success for the best performers and showing clear drops for tasks with higher multimodal demands (46.9% gameplay vs 31.6% 2D graphics). Two simple multimodal feedback mechanisms—editor screenshots via a Model Context Protocol and runtime video—consistently boost performance, underscoring the importance of multimodal signals, and the work is publicly released to catalyze future research in agentic game development.
Abstract
Despite rapid progress on coding agents, progress on their multimodal counterparts has lagged behind. A key challenge is the scarcity of evaluation testbeds that combine the complexity of software development with the need for deep multimodal understanding. Game development provides such a testbed as agents must navigate large, dense codebases while manipulating intrinsically multimodal assets such as shaders, sprites, and animations within a visual game scene. We present GameDevBench, the first benchmark for evaluating agents on game development tasks. GameDevBench consists of 132 tasks derived from web and video tutorials. Tasks require significant multimodal understanding and are complex -- the average solution requires over three times the amount of lines of code and file changes compared to prior software development benchmarks. Agents still struggle with game development, with the best agent solving only 54.5% of tasks. We find a strong correlation between perceived task difficulty and multimodal complexity, with success rates dropping from 46.9% on gameplay-oriented tasks to 31.6% on 2D graphics tasks. To improve multimodal capability, we introduce two simple image and video-based feedback mechanisms for agents. Despite their simplicity, these methods consistently improve performance, with the largest change being an increase in Claude Sonnet 4.5's performance from 33.3% to 47.7%. We release GameDevBench publicly to support further research into agentic game development.
