From Code to Playable Systems: CEGame-Bench for Long-Horizon Game Creation Agents
Authors: Zixuan Dong, Yanghai Wang, Hanyan Bian, Jiaxi Tao, Junze Li, Jiadong Wang, Xinyu Che, Lin Liu, Baoyun Peng, Xiaodong Wang, Jiaheng Liu
Organizations: National University of Defense Technology · Nanjing University · The University of Tokyo · Xi’an Jiaotong University · Academy of Military Sciences
A game ships when a player can launch it, finish it, and return to a saved world, none of which a successful build guarantees, yet game-creation agents are mostly tested on one engine or on one-prompt browser games. We present CEGame-Bench, the first long-horizon benchmark for complete-game creation across five production engines: Defold, Godot, Roblox Studio, Unity, and Unreal Engine. Agents build each game from an empty project and a design document in runs averaging up to 295 steps and 65M tokens; the document doubles as a contract, and a hidden evaluator accepts a game only by real-input play. Under four scaffolds, agents earn most integration points but usually under half the gameplay points, and their games reach the ending in only 16% of runs, while references built by engineers with coding agents score near the maximum, which places this artifact-to-play gap in the agents. No two engines rank configurations alike (Kendall's tau 0.14-0.62), and the same game usually scores higher on Unity and Unreal Engine, which check more before play. We release Game Completion Boost, an agent skill for requirement-driven playtesting and repair that raises the execution-based score of three models by 14.1-24.3 points.
Figures & tables
Figure 1: The artifact-to-play gap. CEGame-Bench plays each delivered game through complete player journeys on five production engines.
Table 1: Comparison with prior game-creation work. Replay: the evaluator plays the artifact with input; Hidden eval.: unseen checks decide the score; Reopen: persistence is checked in a fresh process; Engine swap: a task is re-run on another engine.
Figure 2: Construction and composition of CEGame-Bench . (a) Tasks are specified as contracts, built, evaluated independently, and calibrated by play. (b) Coverage: engines, difficulty tiers, spatial forms, and genres.
Figure 3: GCB workflow: build the player path, play and inspect, then repair, replay, and restore if needed.
Configuration
Defold
Godot
Scaffold
Model
D1
D2
D3
D4
D5
D6
F
O
D1
D2
D3
D4
D5
D6
F
O
GPT-6 Astra
10.0
20.3
11.3
14.8
6.2
9.5
62.7
72.2
9.4
15.8
8.2
12.1
4.4
5.1
49.8
54.8
GPT-5.6 Sol
10.0
19.0
9.8
8.7
5.0
5.8
52.5
58.3
9.6
3.8
1.9
4.9
1.3
3.1
21.5
24.6
GPT-5.6 Terra
7.2
7.4
8.0
8.0
2.6
2.7
33.2
35.9
9.2
1.6
1.5
3.1
1.1
3.4
16.4
19.8
Codex CLI
DeepSeek-V4-Pro
9.5
7.2
3.7
3.7
1.8
1.8
25.8
27.6
8.1
10.2
5.4
7.2
3.3
2.7
34.2
36.9
DeepSeek Harness
DeepSeek-V4-Pro
10.0
13.2
8.0
7.8
2.6
3.7
41.6
45.3
9.8
9.6
4.6
8.1
3.3
3.6
35.4
39.0
Table 2: Scores of seven scaffold–model configurations on each engine track and across all five engines. D1–D6 are integration, completeness, mechanics, lifecycle, feedback, and presentation, with D6 capped when the player journey fails; F sums D1–D5 (out of 90) and O adds D6 (out of 100). Bold marks the best F and O per panel; entries are rounded independently and may differ from their sums by 0.1.
Script-centric engine ( S )
Engine
Metric
Defold
Godot
Roblox
Heavyweight ( H )
Unity
FˉH
40.6±8.5
38.0±8.9
35.0±12.0
FˉS
29.0±11.1
27.6±6.4
39.3±9.7
ΔF
+11.6±4.3
+10.4±3.1
−4.3±5.4
Unreal Engine
FˉH
49.0±10.6
45.0±12.1
34.0±10.4
FˉS
27.8±14.3
23.5±13.2
25.5±16.2
Table 3: The same games on two engines: mean F on the heavyweight ( FˉH , rows) and script-centric ( FˉS , columns) engine and ΔF=FˉH−FˉS , with standard deviations over games as subscripts. Each pair pools its ten swapped games, five native to each engine.
Figure 4: Construction cost against F for a uniform sample of game–configuration pairs: mean workflow steps (a, c) and mean tokens on a log scale (b, d), colored by engine (a, b) or model (c, d; DeepSeek-V4-Pro pools its two scaffolds).
Configuration
F
ΔF
O
ΔO
DeepSeek-V4-Pro
50.6
—
54.8
—
DeepSeek-V4-Pro + GCB
71.6
+21.0
76.3
+21.5
GPT-5.6 Sol
27.0
—
30.9
—
GPT-5.6 Sol + GCB
41.1
+14.1
45.6
+14.7
GPT-5.6 Terra
9.7
—
10.5
—
GPT-5.6 Terra + GCB
34.0
+24.3
36.3
+25.8
Table 4: GCB under Codex CLI on the 15 games, three per engine track, ordered by baseline O . ΔF and ΔO are gains over the paired baseline.
Engine
Engine build
Language
Scene representation
Checks before play
Evaluator adapter
Script-centric engines
Defold
1.13.0
Lua
Data-driven game objects and collections.
Resource and reference validation; Lua syntax checks during build.
Engine Lua hook.
Godot
4.7.1.stable
GDScript
Node trees serialized as text scenes.
GDScript parsing and scene-loading diagnostics.
Headless script.
Roblox Studio
0.742.0.7421053
Luau
Studio instance trees stored in local .rbxl files.
Luau analysis and editor diagnostics.
Studio plugin and local play-test.
Heavyweight engines
Unity
6.0 LTS 6000.0.80f1
C#
YAML scenes and prefabs with an asset-import pipeline.
C# compilation, serialized-reference checks, and Unity tests.
PlayMode harness.
Table 5: Engine builds, project representations, pre-play diagnostics, and evaluator adapters for the five tracks.
#
GDD section
Information provided to the agent
Symbol
Dimensions
1
Pitch and core loop
Game premise, session structure, and target duration.
—
D2
2
Engine and toolchain
Engine build, dependencies, and build/run commands.
—
D1
3
Controls
Input devices, bindings, actions, and press/hold/release behavior.
A
D3, D5
4
Entities and attributes
Required actors, props, UI elements, and numerical attributes.
N
D2, D3
5
Scene inventory
Entry scene, levels, scene contents, and connections.
Sa
D1, D2
6
Mechanics and rules
Action resolution, costs, resources, and collision behavior.
Sr
D3
Table 6: The shared GDD structure and its mapping to contract symbols and evaluation dimensions.
GDD §
Requirement
Sym.
Dim.
w
Route
Leaf assertion
5
The game opens on the title menu; Start enters the Harbor level.
Sa
D1
2
Static, input
The entry scene is the title menu; after Start , level.id is harbor .
3
Press Shift to dash in the facing direction.
A
D3
3
Input + read
After Shift, player.state is dash and player.pos moves along player.facing .
6
A dash spends one charge.
Sr
D3
3
Input + read
player.charges decreases by exactly one per dash.
7
A new dash is rejected for 0.4 s after the last one.
T
D3
2
Input + read
A second dash at 0.2 s is rejected; one at 0.5 s is accepted.
8
With no charges left, dash does nothing.
B
D3
2
Input + read
At player.charges =0 , Shift leaves position and charges unchanged.
10
Charges never exceed the maximum.
I
D3
2
Input + read
During a 10 s recharge, player.charges ≤ player.max_charges at every sample.
Table 7: Example requirement-to-check mapping. Sym., Dim., and w denote the contract symbol, score dimension, and leaf weight (1 minor, 2 major, 3 critical).
Stage
Evidence
Feeds
Static
import and compile, entry scene, serialized references, manifests
D1, D2
Local dynamic
real input, Φ snapshots, collision, AI, and resource assertions, negative controls
D2, D3, D5
Transition
scene change, resource transfer, death and restart, pause and resume, terminal freeze
D3, D4
Player journey
entry-to-terminal play with public controls, closed-loop input, step budget
J
Fresh lifecycle
dirty close, new process, clean entry, restored references
D4, Λ
Visual
reference-state captures, paired reference images, written rubric, artifact hashes
D6
Table 8: Evaluator stages, their evidence sources, and the dimensions or outcome flags they feed.
controls, HUD, observable response to every player action
D6
10
3.7
Presentation
asset assembly, layout, layering, style, and finish against reference captures
Table 9: The six outcome dimensions, shared by all five tracks. Wd is the dimension weight and Leaves the mean number of leaf checks per task (47.2 in total). D1–D5 are scored by execution and D6 by a vision–language model.
State
Score effect
Meaning
pass
full weight
obligation observed under valid preconditions
fail_observed
zero, in denominator
submission violates the obligation under valid observation
product_blocked
zero, in denominator
submission itself prevents the required state or action
setup_failed
excluded
fixture preparation failed, also through the alternate route
observer_failed
excluded
evidence acquisition failed or disagreed across routes
inconclusive
excluded
evidence insufficient; never inferred from absence
Table 10: Leaf states and their effect on the score. The first three are judgments of the submission; the last three leave the denominator.
Engine
Sc.
Ent.
States
Steps
Leaves
Defold
2.1
11.8
7.4
31.0
40.8
Godot
2.3
13.1
8.1
35.0
45.1
Roblox Studio
2.6
14.9
8.6
41.0
48.0
Unity
2.8
15.6
8.9
41.0
49.5
Unreal Engine
3.2
16.4
9.3
45.0
52.6
All
2.6
14.4
8.5
38.6
47.2
Table 11: Mean task structure. Sc./Ent.: scenes/entities; States: state nodes; Steps: reference-play inputs; Leaves: leaf checks.
Table 12: Task families and the stressor each family is designed to expose.
Stage
Required action
Specify
Map public requirements, prerequisites, and resources.
Build
Complete the required path; launch early.
Inspect
Link real input to state and image observations.
Repair
Archive a repair anchor; invalidate affected checks.
Replay
Recheck target and protected checks; retain or restore.
Finalize
Play the full journey; reopen when required.
Table 13: Execution stages of GCB.
Scaffold
Version
Model
ID
Eff.
Astra
gpt-6-astra
max
Sol
gpt-5.6-sol
max
Terra
gpt-5.6-terra
max
Codex CLI
0.159.2
V4-Pro
deepseek-v4-pro
max
DS Harness
0.2.0-rc.2
V4-Pro
deepseek-v4-pro
max
Claude Code
2.1.285
Opus 5
claude-opus-5
max
Table 14: Scaffold versions, model identifiers, and reasoning-effort settings. DS Harness is DeepSeek Harness.
Engine
D1 (%)
Play (%)
Gap (pp)
Mean F
Low (%)
Spread
Defold
88.6
37.2
51.4
38.6
71.4
56.9
Godot
88.7
23.4
65.3
27.6
85.7
35.3
Roblox Studio
91.3
35.7
55.6
37.7
85.7
53.6
Unity
97.0
56.9
40.1
55.2
42.9
29.0
Unreal Engine
94.6
30.4
64.1
33.7
85.7
51.3
Table 15: Summary derived from Table 2 . D1 and Play normalize integration and gameplay scores; Gap is their difference. Low is the share of configurations below 50% gameplay, and Spread is the range of F .
Godot
Roblox
Unity
Unreal
Defold
0.52
0.52
0.62
0.43
Godot
0.62
0.33
0.33
Roblox Studio
0.52
0.14
Unity
0.43
Table 16: Kendall’s τ between engine-specific configuration rankings, computed using F from Table 2 .
Table 21
Configuration
Workflow steps (%)
Scaffold
Model
Edit
Build
Play
View
Other
GPT-6 Astra
26.3
17.4
7.7
5.6
43.0
GPT-5.6 Sol
17.1
19.9
5.3
4.8
52.9
GPT-5.6 Terra
31.3
22.4
5.0
4.2
37.1
Codex CLI
DeepSeek-V4-Pro
28.3
8.9
8.7
4.6
49.5
DeepSeek Harness
DeepSeek-V4-Pro
34.1
6.3
3.1
4.5
52.0
Table 19: Action shares in the construction traces of native runs (%). Other covers reading files and documents, planning, and remaining actions.
Figure 5: Three delivered games from the bottom, middle, and top of the score range, as captured by the evaluator. (a) Captain2D Platformer on Unreal Engine ( O=15.2 ): the player character, enemies, and springs stand below the room. (b) RollBall on Unreal Engine ( O=57.2 ): the HUD reports a trap hit while the cropped view leaves the ball at the lower edge. (c) Relay Foundry on Roblox Studio ( O=95.7 ): the rules hold, but system buttons and the HUD crowd the world signs.
Game generation is an emerging application of coding agents, requiring models to transform natural-language specifications into playable interactive systems. Unlike traditional coding tasks, game generation takes place within a game engine, where scripts, scenes, assets, rendering, and runtime interactions must jointly produce coherent gameplay. We formalize end-to-end game generation as the problem of producing a complete game artifact that realizes a specification through observable player-game interaction in a target environment. We argue that evaluating this setting requires three desiderata: Engine Grounding, Artifact Completeness, and Interactive Verification. We propose an interaction-grounded evaluation framework that assesses executable gameplay through replayed demonstrations and rubric-guided multimodal judging. We instantiate this framework as GameCraft-Bench, a benchmark comprising 140 Godot tasks across 15 game families. Evaluations of frontier coding agents show that end-to-end game generation remains highly challenging: the strongest agent achieves only 41.46%, and most agents score below 40%. Further analysis reveals that while agents often implement recognizable mechanics, they struggle to deliver complete games with sufficient content, functional visual feedback, and coherent presentation. See https://tongxuluo.github.io/gamecraft-bench-website for demos, code, and data.
Tongxu Luo, Rongsheng Wang, Jiaxi Bi +22
1The Chinese University of Hong Kong, Shenzhen · 2Shenzhen Loop Area Institute · 4USTB +5
Building gameplay features in a game engine requires more than code, as code that compiles and runs does not necessarily implement the requested gameplay. We introduce CraftBenchUE, an evaluation harness that runs agents in an isolated Unreal Engine environment, reconstructs their saved submissions in fresh projects, and applies deterministic build, asset, and runtime checks without an LLM judge. Based on the harness, we built a benchmark consisting of 70 tasks spanning C++ source, Blueprint assets, and editor scripting. We evaluate seven models under two editor-tool configurations, with a file-and-shell baseline on C++ tasks. We further pair tasks that specify the same gameplay and use the same runtime tests, but require C++ and Blueprint as the deliverables. Across the 10 paired tasks, C++ completion rates exceed Blueprint by 30.0 and 42.9 percentage points in the two tool configurations. Among on-time Blueprint submissions in this paired set that pass asset checks, 42.2% and 50.0% fail explicit runtime assertions. These submissions satisfy asset requirements but fail the required gameplay tests. We will release the harness, task benchmark, and our trajectory findings with the report.
Game-Creation-Agents (GCA) turns a natural-language request into a runnable Phaser 4 browser game. The pipeline first builds a multimodal game design document that couples mechanics and scene contracts to grounded visual references. It then projects that document into a runtime scaffold, machine-readable contracts, and deterministic tests. Eight specialized agents next carry out production: scenes are implemented serially, assets are produced in parallel, and one reduced manifest joins the two branches into a single build. Build-linked real-UI checks and a code-blind critic then verify that build and decide whether the game may ship. Each blocker returns to the agent that owns the affected artifact for a bounded repair, and the game is released once all the gates pass. We evaluate finished games separately, through their rendered interfaces alone, over prompt-matched tasks run under a common protocol. GCA achieves stronger requirement satisfaction, core mechanics, content depth, and functional visuals than a comparable open pipeline. In a side-by-side human study, raters also score GCA's games higher on every dimension and prefer them overall.