Bezi

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Bezi

Bezi

@BeziHQ

AI sidekick for game devs and studios. Made for building real games, not generating them.

Katılım Ocak 2021
104 Takip Edilen6.6K Takipçiler
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Lost Arcade
Lost Arcade@lostarcadegames·
Absolutely wild. Huge thank you to everyone who picked up Voodoo Fishin’, left a review, told a friend, or spent time in the swamp with us. For a 3-person team, this means the world. We’re nowhere near done. More fixes, more improvements, more swamp comin’. 🎣
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Bezi@BeziHQ·
What goes into building an open-world game as rich as Red Dead Redemption 2? Bezi talked with game designer James Creavalle on what went into building game content for RDR2, and the specific design challenges of enabling a wild range of playstyles.
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Bezi@BeziHQ·
80 LEVEL just featured Lost Arcade, a 3-person studio that used Bezi to build their debut game Voodoo Fishin’! Lost Arcade first picked up Bezi to experiment with more efficient tools. This week, their game has hit 100+ reviews in just 2 days of release. We at Bezi have been so moved seeing their distinctive, kooky vision and opinionated game design come to life, and are so proud to have built a tool they found instrumental in getting their project into the world. This is what we’re building Bezi for. 🥲
80 LEVEL@80Level

Check out our deep dive into how a small team of three devs at @lostarcadegames built the cozy creep co-op fishing game, Voodoo Fishin', using @BeziHQ with Unity. See more: 80.lv/articles/how-t…

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Bezi@BeziHQ·
Indie game studio Lost Arcade isn’t afraid to challenge players. In their gorgeous debut game Voodoo Fishin’, the trio brings hyper-realistic fishing mechanics to a kooky co-op game, set in a horror puppet swamp. Today's the day. Voodoo Fishin' is officially out on Steam, available for early access. Link below:
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Bezi
Bezi@BeziHQ·
What conditions enable the making of good games? How can small dev teams with limited bandwidth gain their edge? At GDC, Bezi's very own Julian Park (@julianparc) gave his take, and made the case for why we should all be optimistic about the quality ceiling of games. Check out his talk below ⬇️
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Bezi
Bezi@BeziHQ·
Don't sleep on the power of Plan Mode, folks. There's nothing like having Bezi scope out the feature you're building, catch dependencies, clarify your intentions, and present a perfect lil plan that you can implement with one click. It's one of those lowkey gamechangers that becomes a staple part of your workflow, once you try it.
Danny Limanseta@DannyLimanseta

I've been spending more time with Bezi to see how far I can push vibe coding a game on the Unity Editor. So far, I'm pretty happy with what I can achieve with Bezi. Here are some learnings: - Even though I use Bezi to do all agentic coding, I still have to perform a few small manual tasks in the Unity Editor - As a result, I feel like I am getting a hang of Unity's complex and clunky UI, which actually feels good! - This is one of those examples where Vibe Coding is a great way to learn game dev. - For big features, I can't state the importance of asking the agent to create a plan first before implementing the feature. It can work wonders. Most of the bigger features/ssytems starts with a clear plan. - The biggest strength about working with Unity Engine is the Unity Asset Store, there's so much good stuff in there, 3D assets, shaders, vfx etc that can really spice up your game, that other game enginers will need to build from scratch. - Because Unity Assets Stores sell UI assets packs, I was able to implement decent looking UI fairly quickly. For those of you that vibe code games, you know how much of a pain it is to implement UI. - I did meet a few hiccups along the way where Bezi seems to struggle a little with implementing some features, but usually with some retries it works out at the end, though it burns a ton of tokens. After spending more time with Bezi, I'm still feeling good about using it. I am able to get this PvZ style autobattler working in a few days!

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Bezi@BeziHQ·
@DannyLimanseta Love to see it! Glad you're getting max value out of Plan Mode. It's definitely a gamechanger, once you start using it.
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Danny Limanseta
Danny Limanseta@DannyLimanseta·
I've been spending more time with Bezi to see how far I can push vibe coding a game on the Unity Editor. So far, I'm pretty happy with what I can achieve with Bezi. Here are some learnings: - Even though I use Bezi to do all agentic coding, I still have to perform a few small manual tasks in the Unity Editor - As a result, I feel like I am getting a hang of Unity's complex and clunky UI, which actually feels good! - This is one of those examples where Vibe Coding is a great way to learn game dev. - For big features, I can't state the importance of asking the agent to create a plan first before implementing the feature. It can work wonders. Most of the bigger features/ssytems starts with a clear plan. - The biggest strength about working with Unity Engine is the Unity Asset Store, there's so much good stuff in there, 3D assets, shaders, vfx etc that can really spice up your game, that other game enginers will need to build from scratch. - Because Unity Assets Stores sell UI assets packs, I was able to implement decent looking UI fairly quickly. For those of you that vibe code games, you know how much of a pain it is to implement UI. - I did meet a few hiccups along the way where Bezi seems to struggle a little with implementing some features, but usually with some retries it works out at the end, though it burns a ton of tokens. After spending more time with Bezi, I'm still feeling good about using it. I am able to get this PvZ style autobattler working in a few days!
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Bezi@BeziHQ·
“Expedition 33 should not have won Indie Game of the Year Award.” Folks at #GDC2026 had hot takes on the Game Awards, and what should be considered an indie game.
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Bezi@BeziHQ·
Bezi just learned to see. With visual knowledge of your Unity project, Bezi can now spot visual bugs at runtime, iterate on UI and shaders, and verify every step of its work without you needing to describe every detail. No need to screenshot Game Views or describe visual behaviors — with the visual dimension unlocked, Bezi can debug and plan builds for you more accurately, with fewer steps. Live today for all Bezi users. Learn more about these new capabilities below:
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Phillip The Artist
Phillip The Artist@PhillipDaArtist·
@bezihq Wow! Definitely an eye opener for the average consumer. I think this is very insightful lol But is it really a "hot take"?
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Bezi@BeziHQ·
"We as game developers know about the post on Reddit asking for a specific feature, and we're not doing it on purpose." #GDC2026 was a blast, and folks had hot takes on gaming...
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Danny Limanseta
Danny Limanseta@DannyLimanseta·
Got introduced to @bezihq , an AI code assistant specialised for Unity by @julianparc and after dabbling with it for a day, I am really impressed with how good it is for vibe coding on the Unity Game Engine. Bezi early impressions: - Bezi works direcly on Unity with a Plugin, this means that I don't need a Unity MCP - Because Bezi is built for Unity, the success rate of feature implementations is visibly higher than general coding models - It was able to integrate Unity store assets like a Weather system to this game pretty seamlessly - I was able to add a fishing database, lighting and weather systems into this game fairly quickly I'm very impressed with the results with Bezi so far. I feel that vibe coding a full indie game on Unity and releasing it on Steam, Mobile and Web is within reach. This also validates one thing that I have been suspecting: A specialised model designed for a specific use case can perform better than a general model at the particular domain. Very exciting!
Danny Limanseta@DannyLimanseta

I used Cursor to vibe code a simple fishing game prototype on the Unity Engine. Here's my learnings: - I did not use any Unity MCP for this. The game was built entirely by Cursor models (Sonnet 4.6 for execution and Opus 4.6 for planning) - The model was able to set up the game, getting the basic game mechanics working fairly quickly - I had to use the Unity Game Editor UI to attach components to the in-game objects manually, but it was quite easy to follow the instructions given by the Cursor model - Unity Editor is huge and slow! Compared to Godot, I find the UI really clunky I feel tired looking at it - Unity Assets Marketplace is amazing, there are so many amazing art assets there (like the ones I am using for this game). This is probably the biggest strength of Unity. - I had some issues with restoring checkpoints, probably because of how Unity Game Editor UI being really clunky and I had to manually adjust things in the Editor, which the model doesnt have knowledge of Overall, the results turn out pretty decent, but it was a rather frustrating experience, especially when I had to debug issues or rollback changes. I'll explore more vibe coding on Unity but for now, I think I prefer Godot as a game engine. I just wish there is a Godot Asset Marketplace!

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Cecilia Uhr
Cecilia Uhr@UhrCecilia·
AI will never make your game. You will. some thoughts on our past, present, and future direction
Bezi@BeziHQ

Everyone at #GDC2026 is talking about the role of AI in gamedev, and big surprise, most people are getting it wrong. There is an ideal way of how AI should be used to further the human art of game development. Spoiler alert: AI shouldn't be used to generate games for you. That fundamentally misunderstands the process of how good games get made.

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Bezi@BeziHQ·
Everyone at #GDC2026 is talking about the role of AI in gamedev, and big surprise, most people are getting it wrong. There is an ideal way of how AI should be used to further the human art of game development. Spoiler alert: AI shouldn't be used to generate games for you. That fundamentally misunderstands the process of how good games get made.
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Julian Park
Julian Park@julianparc·
Starting to see @bezihq roll into GDC this week 👀
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