AI-Powered Game Development: From Concept to Playable Mobile FPS
This tutorial demonstrates a revolutionary workflow for indie game development: connecting a Large Language Model (LLM) to Unity through MCP (Model Context Protocol) to automate the game building process. By combining a game engine, a ready-made kit, and an AI agent, you can create a mobile-ready first-person shooter in minutes. For a broader introduction to the underlying technology, see Exploring mCP: From Novice to Pro in AI Development.
Setting Up the Foundation
1. Install Unity Hub and Editor
- Download Unity Hub from the official website.
- Sign in with a Google account.
- Install the latest Unity Editor version.
- Ensure you have enough disk space (9 GB minimum).
- Create a new 3D project for your FPS game.
2. Acquire a Ready-Made Shooter Kit
- Visit the Unity Asset Store.
- Search for "Low Poly Shooter Pack" (or similar free template).
- Download and import the kit into your 3D project.
- The kit provides:
- Pre-built shooting mechanics and aiming systems.
- Gun models (rifle, pistol) with recoil animations.
- Explosion effects and textures.
- A demo scene for testing.
Connecting AI to Unity via MCP
1. Install the Agent
- Use WorkBuddy (or similar) as your AI agent.
- It connects to Unity through MCP, a standard protocol that gives the AI direct access to project files and tools. Understanding this protocol is key, and you can learn more in Understanding MCP Servers: A Comprehensive Guide.
2. Establish the Connection
- Provide the agent with your Unity project folder path.
- Select a model (e.g., DeepSeek V3-Flash, which is free and effective).
- Instruct the agent to find and set up an MCP connector for Unity.
- Resolve any issues (e.g., disk space) as prompted.
3. Let the AI Analyze Your Project
- The agent explores the project, identifies all assets, and understands the shooter kit's logic.
- It can even flag unused assets for optimization.
Adding Assets and Automating the Build
1. Download Free Assets
- Find a low-poly map and enemy character models on the Unity Asset Store.
- Import them into your project.
2. Give Instructions to the AI
- Tell the agent:
- To set the new map as the main game scene.
- To add the enemy character.
- To implement enemy AI (e.g., enemies that see and shoot at the player).
- To use the new map's environment.
3. Provide Animations
- Download animations from Mixamo (e.g., "Basic Shooter" with walking, idle, shooting).
- Tell the AI agent to rig these animations to the enemy character.
- The agent will match animation names to enemy actions (walk, die, shoot).
Final Result: A Playable Mobile FPS
- Gameplay: First-person shooter with enemies that shoot at you.
- Features:
- Gun recoil and blood effects (added autonomously by the AI).
- NavMesh for enemy movement (though may need manual stair connection).
- Lighting and player character hands visible.
- Performance: Low-poly graphics optimized for mobile.
Key Benefits of This Workflow
- Time Savings: Tasks that took hours (understanding kits, coding logic, rigging) now happen in seconds.
- Accessibility: Even amateur developers can create a functional game.
- Scalability: Add more levels, smarter enemy AI (separate kits), or manual level design as needed.
- AI Autonomy: The agent can ask clarifying questions and suggest improvements (e.g., "I need animations; should I build them or will you provide them?").
Troubleshooting
- VPN Issues: Use a reliable VPN (like Lantern) for downloads and license activation.
- Disk Space: Ensure sufficient space; the AI may request cleanup.
- MCP Connection: Follow the agent's step-by-step instructions for setting up the connector in Unity's Package Manager.
- Enemy AI Limitations: The current setup is basic; upgrade with a smarter AI kit for more complex behavior.
This is just the beginning. The same MCP approach can be applied to Godot or Unreal Engine, and for those interested in a different engine, Learn Godot Game Development: From Basics to 3D Shooter offers a full tutorial, as detailed in the full game school updates. The revolution is here: AI can now build games for you.
Guys, I'm going to download a few animations from the Mixamo website. Then, I'll find a low-poly first-person
shooter kit for mobile. I'll get a game engine, and finally, I'll give all of this to AI and tell it to build a
mobile game for me. The AI easily sits behind Unity, my game engine, like a professional developer, and using the
assets it has, it gets the job done; this is a revolution. Today in the game industry, something that used to take
humans hours to do, even just understanding the kit's mechanisms, now happens in seconds, and that is exactly
what we're teaching in this episode: connecting LLMs, AI, the game engine, and a ready-made kit, all together to
build a top-tier game. Stay with me. Well, my dear friends, our recipe for building a game: first of all, you need
to download a game engine. This time we're going with Unity. I'm using the " Lantern" VPN because games require some
downloads, and VPN costs are not cheap these days; this free Lantern finally worked, and we'll move forward in this
course with it. Obviously, tools work differently in each period; I mean this VPN might not work later. I'll search
for "Unity Hub download" on Google, and first, we'll download the Unity Hub; it's like Unreal Engine (maybe Godot
doesn't have a hub); these are all game engines. In this section, it has options for Windows, Mac, and
everything else; all versions, even Linux; don't let it confuse you! Click on "Download Unity" here to first get
its Hub. You can also ask the AI for the address. Connect to your Gmail to create an account. And you'll easily
see that you're directed to a page that asks: "What do you want it for now?" Do you want it for Mac, Linux, or Windows?
Well, I'll download the 64-bit Windows version, and this is how the Unity Hub is downloaded for us. I think it's no
more than 600 or 700 MB; it starts from the Hub, and then the engine installation itself is under 200 MB (
today its size is 200 MB). Well, the download is complete. I'll install the Hub; it wants to take up about 600 MB
on the C drive. The Hub itself. I click "Next" and let the Hub install. Now it asks if I want to run it. Yes, run the
game engine—well, not the engine, the Hub for me. It has a license or terms page; scroll it all the way down. This
means we've read it completely, and then click "Agree," which means I confirm. Well, here you just need to
click on "Create Account." Since we linked it to our Gmail account, it syncs quickly. Look, it says open the
app. It opens the app, establishes a connection, and essentially creates an account for us using that same Gmail.
Wait for it to sign in and enter. This is advertising one of its tools; just hit the X, we don't need it. In this
space, which is the Unity Hub, guys, it says down here that no editor is installed; you don't have any engine in
the Hub space; and it's right. Don't worry about this. On the left, look at the Projects, Templates, or Installs
menus at the top. From the Installs menu, we can easily install a new version. Click "Install Editor," and
then it asks which version; today, as you can see, we have the Unity version. When I was recording the game
development school tutorials, if you recall, I was working with Unity 4. Now , this week, for those who have a
subscription to the game development school on my website, I want to add a series of updates regarding this MCP
topic, because there's a lot of demand for it. You want to connect Artificial Intelligence to Godot (the Godot game
engine), to Unity, or to Unreal Engine. I told "Barsha" to create a comprehensive tutorial on all of these
so we can cover them for you guys. I am teaching you Unity in this section. Okay? As one of the game engines, it's
clear that the latest version is here, and today I'll set this one to install. If you want to get an Android output,
as I said before, check the Android build kit; if not, you can add these later, so don't worry at all. Just the
main part, meaning installing Unity itself, is sufficient. The problem is, it says this is 9GB, but you have less
than 8GB of space left on the C drive! Okay? Okay, if it happens like this, go back to this option, the Install
section, set the installation path to D instead of C, have it go to D, for example, a folder named Unity, and
install it there. Done. Install; here it says you have enough space, so continue. This should go ahead; of
course, make sure to check this box, read the terms, and click install. That's it, it should now go and
download these nine gigabytes; 9GB needs to be downloaded. Well, it's done ; Unity is a relatively lightweight
engine, or at least has the necessary extensions; now it's installing and downloading, and we don't have anything
else to do with it for now. From the Projects section, we set up a new project. I'll teach you how you can...
though it currently says you don't have a license, keep this in mind. Click on this option; if you have a good VPN,
the license will be issued easily. If not, know that it's normal—keep trying different VPNs until it grants
us the license. So first get the license, and then [click] "New Project. " Through this option, you can easily
create a new project. It asks whether it should be 2D or 3D; how should I set it up for you? The engine handles all
the base conditions for this. I'll say, "Look, for now, I want a 2D game to go into, for example, that folder on the D
drive, the 'Game Dev' folder." I create a "Test" folder, "Test 1," and have it sit there; the project will run there,
for instance. I click "Create Project," and you see that you don't need to worry about the rest of these
checkboxes. You see that easily, well, Unity creates a project for us. In fact , in this game engine, we are creating
a 2D project. Okay, so that's that; this is how we can create a project in Unity, and now I want to download a
ready-made kit, as we want to add the kit there. We create a project first and then import the kit; that's why it
was necessary to learn how to create a project. Well, I think let's go ahead and find a decent kit. I told you
everything needs to be together: the game engine alongside a kit that contains the necessary assets (is rich)
, and an AI generator to put everything in its place within the game engine for us. I type "Unity game template" and
The official Unity website itself, the "Unity Asset Store," is full of templates, mechanisms, and ready-made
kits, many of which are free, while many others are paid. This is actually a source of income for people who
prepare assets; it means they are helping an independent game developer. When you are an indie game developer,
just one person, it's clear you use these assets so the project moves faster and to compensate for the lack
of manpower. For example, look, in the "Free" section, there is a "Free Template" here, and we have to see what
world it aims to cover. I found a low-poly shooter kit a few days ago— something like CoD but low-poly with
very low graphics for mobile—and I thought it wouldn't be bad for this tutorial. I saved it in my library;
inside it, you can save anything you find to use later, for example, and download it when you're ready. Look
here, in the top section, under "My Assets," there was this free Poly Shooter kit; I added it, but I haven't
added it to Unity yet, I just kept it here to teach you now. I’m opening Unity again, this time for a 3D style,
a 3D project. I’ll specify the path and put it in a different folder so it doesn't go into that 2D game we made, I
mean the project we ran. I’ll name it "Shooter," ignore those two checkboxes as I said, click "Create Project" and
wait for it to build a 3D project; this time the engine is preparing to build a 3D game, that’s why it takes time.
Okay, this is a 3D project; now for the kit I had in mind, you can see it from the top option, Window, here look at
Package Manager, you can also call the Store this way which actually takes us back to that same website, and here I
told you that in my stuff, I’ll provide the address for the third-person shooter kit so you have
the same one; if you want to practice with me, open this and click "Open in Unity." Now it’s actually going into
our Unity, wanting to download; see, it says 44 MB here, but it hasn't downloaded yet, the download option is
here inside my Unity, and I click the download button so it starts downloading, starting the download for
those 44 MB. It has a good speed even though I'm using a VPN, and it’s done ; okay, for now, these are the project
details, it has downloaded, but I still have to click "Import" to add it to the project we just created. The 3D project
we were just working on. The project is raw, this option came up, click "Import " and ensure everything ticked here,
every option listed here, is checked and enabled. See, keep it exactly like this. Click "Next" then "Import" again.
It says there are some issues, I don't have these. Okay, go ahead and download it, do whatever you need to fix it, and
run the project—I mean the ready-made kit—for us. Wait a little while for it to resolve the package issues. Now
see, it's ready; why do I say it's ready? Because we have its files right here. It has now come into our project,
into the 3D project we just created. I'll close this, this window; and in our 3D project, see where it is in
these folders? Aha, it's called Infima Games; it's this first folder, Low Poly Shooter Pack. I'll enter this folder,
we have the scene here, and if I run this, the project executes, which is a ready-made kit. Let's see what it
actually is and what capabilities it gives us. I'll play the game; The kit wants to showcase its capabilities in
this space. Okay, it says this is my graphics; it's good for mobile games, good for low-poly games. Let's go in
front of it, see how many guns it provided, what's what? Its shooting and aiming system is good too. This kit,
it's a very famous kit. See, for example, if we want to create an explosion, it gave us samples here;
it's good, it's cool, we'll just use these. Now, I'm the AI, actually, I'll be using these. What else has it given
on this side? It provided a series of textures, I think, for the gun. Aha, you can also change the gun. It's
included a few gun variations. It even added a pistol. Well, that's good. It has provided some very cool things. I
like it, bro. Well, what's going on in this room? A series of elements for— ooh, that explosion was cool. I said
it's a very famous kit; many games have been built and customized with this. Another explosion style. A series of It
looks like gas; first, such an animation plays, then it explodes. Well , you can do interesting things with
these, and this kit, well, everything is ready, the logic is set so we can quickly customize it; for example,
download another map and move this kit into that map, and we shouldn't do this ourselves today, let the AI do it. That
is actually the topic of this session, and the interesting part is right here. So Now we have the engine; we have
installed the engine, and the kit, this is a unique kit for making mobile games . Let's move to the next stage of
connecting our game engine to the AI via MCP so it can use these assets; use this ready-made kit for development.
Well, in this session, I want to use " WorkBuddy" as an agent, as an actor, through which we connect to Unity. I
said with MCP, we'll get the job done. You download it; I provided its Windows version, I taught it; from zero to 100,
I even taught you how to connect providers. We use this method, this technique of having an agent write code
for us, in web development as well. So you can find interesting content there too, on the Web channel; especially
finding a free provider, which is simultaneous with this tutorial, We also talked about free providers on the
Web channel, which you can go and watch . Well, first I'll give it the project address; "the game dev shooter" should
come here and sit in this corner folder . Okay agent, now the model we choose, the DeepSeek "V3-Flash" model, which is
free, comes in handy here. More powerful models are paid and more demanding, but in this example,
you’ll see that DeepSeek V3-Flash is a genius. I tell it: "In the folder you are sitting in, there is a Unity
project, and I first want you to connect to Unity via MCP; MCP is one of those standard protocols that creates
the best possible conditions for you." It’s as if it’s sitting right behind the software and has access to
all the tools. It sees all the files and, well, moves the work forward more easily. I’ll wait. Look, there are a
hundred official and unofficial Unity MCPs; But I told it to go search, find them, and see which one is better for
us and has no issues. After all, we want a standard MCP to connect to our Unity, and this is the best possible
condition and the best possible method. My dear friends, I’ll wait for it to do its job. Well my dear friends, it
finished its task; it ran into a problem mid-way, saying you don't have enough free gigabytes, there is no free
capacity on your drive, should I delete such and such file myself? I said: "No sir, let me take action myself."
Finally, I cleared a gig for it, and it restarted the task and said the connection was established and now we
are connected. Okay, if we are connected, it means any change we want to make in the game, this same agent
can apply the changes and easily push the work forward. I said it's like a colleague sitting behind the system
trying to get the job done. Of course, it's better to read its explanations in every response. For example, it says
here to fix the issue through this WorkBuddy via its contactor. It has provided it for us again down here. It
has explained it step by step. It means click on this option, go through the Contactor Manager, and select Custom.
Activate this for me here. Okay, allow it to connect to Unity MCP as well; the tool requires this and it had already
explained it to us. We have done the work now, and I can tell it; I can tell it that I have done what you said and
the task is fixed correctly. It told me to hit "Trust" so I can get the work done. I'm telling it: "I did what you
said, I want you to explore the project ...so you gain enough understanding of what I'm doing, what's what, and how
that shooter kit is supposed to work." Well, after a few minutes, as you can see, it has performed the analysis and
clearly identified everything—what relates to what and where exactly this shooter kit is used. It even found an
issue; it says there's a problem somewhere in the shooter kit, and there are some assets that are...unused and
just sitting there; we can use those too. It now has a full, sufficient understanding; thanks to this MCP
standard, it has gained enough grasp of the project, and it's enough to take whatever action we want at this stage.
Well, I want to add a map. A series of characters as enemies to attack us, have some logic, and it's clear that it
can easily do all of these things. Let's start by finding a map. I mean, we want to change this base environment
, right? This is the kit's own environment; we'll enter the same Unity website again to find some free assets.
I've already picked out a few assets like a low-poly character and a low-poly map, and I'll give you the
links later. Again, in the same way, the same way we added this kit, I'll click the download option for each one
individually; meaning, first I hit download to get them, and then I add them to the project. The rest of the
work is in the hands of the AI. Once these are added to the project, I'll tell it: "Look, now you have some
low-poly characters and a complete map; so apply the changes exactly the way I want." I added the character and the
map, I'm adding the characters too, and now all of these—both the map and the characters—are inside my Unity
folders. Look, this is the character, actually, and this is the map. Okay, see, for example, let me open it; now
we go into this map. Well, let's go to the agent and tell it what we want. I'll tell it that I've added a map to
the game; it can easily understand— I'll even write the map name for it so it knows what I mean. I want this scene
—I'm telling it that I want this to be my main game scene; to be my main map and for the game to start from here
now and. Along with that, now I’ll give you a low-poly character; I'll copy the name exactly, the file name or
the name of this folder, and tell it, " I've given you this too; write the mechanism for me where this enemy
attacks us, and we can hit the enemy, using the kit, but in the new map environment I've given you." See how
this can work miracles! It asks me a few more questions; read these carefully, I'll answer its questions
about how my game mechanism should be, and then it goes to coding; it might even take hours. Well, in the meantime,
while it wants to do its work, I'll go to the Mixamo website, Adobe's famous site for ready-made animations. Because
during our talk, it was telling me: " Sir, we don't have animations; if the character falls and dies, well, we
don't have death animations for the enemy, or for example, shooting; should I build these myself?" I'm logging into
my Gmail account on Mixamo; I have a complex task, I don't let the kid...its AI said, "Should I build it myself or
will you give it to me?" It's obvious I'll give it to it; it's useless if it builds it itself. Inside Mixamo, I'll
download a series of animations from here and tell it: "Come and rig these animations to the enemy character." On
these, for example, look at this one; now the animation name is "Basic Shooter," whatever it does, it has a
gun in its hand, it shoots, it even throws bombs. A series of these same animations, look; I easily click on the
download option, let it be T-pose, this could also be FBX; it’s no problem, and it's downloading. See how much the
world has changed; before, we had to bring the enemy model here, it would do the rigging, it was a strange ordeal;
but now I just downloaded the animation , and I'll tell the agent again, "Sir, here is the animation; place it
wherever it's needed." And this is why I say strange things are really happening in this field; it has saved
so much time, and even an amateur today can sit down and create a game. Well, I tell it about the different animations,
that I put a series of animations in such-and-such folder; I tell it the folder name, "New Animations," and tell
it to extract and use them. Wherever it is needed, wherever it makes the game look smoother and more attractive. I
tell it the enemy must have natural physics. The walking animation, idle, I’ve given you everything, so go look
, find it, and match it. Okay, it goes to think and analyze again until it wants to deliver the work to us, and we
can proceed in this way today. The work is finished, guys. It has created a series of images; it’s incredible!
With that same low-poly graphic and the same map we gave it, it took the character into that map. Let's go play
it; just see what a blessing this is! I mean, how strange is it? Well, we went into that map, the map we downloaded;
there are a series of enemies attacking us. Do you see? It even added the gun's recoil; I really liked that. You might
say the AI or enemy intelligence isn't very good; it's confused! Okay, it can be upgraded, or we can prepare a
separate kit based on smarter enemy AI; for now, they just see us and shoot in our direction, which is great. The
blood effect, I don't even know where it came from, it decided to add it itself; it's incredible, incredible,
incredible. It's very strange to me, the novelty of it never wears off. The more we build and move forward, I'm the
first one to be surprised. Well, that's that. This could be a mobile game. We can continue like this and design more
levels. In such cases, you might want to design the level manually. Meaning, you download another asset. An asset
that gives you all these walls, and you might want to do the wall placement yourself, or anything else. If you look
at the game's mechanics, it's not very complicated right now. I definitely have to show you the NavMesh. Yes, it's
a space where your character can move around. As you can see, only your character's hands are visible, meaning
it's first-person; unless you change the character. This blue space you see means the character can move there; so
a space for character movement is considered in the mechanism or the backend of the story. You have the
player, you have the lighting system; this mechanism is interesting after all . Understanding what the AI has done is
important for you; it's not just about the AI doing it, but what exactly has it done? Where did it mess up so I can
tell it to compensate? For example, going up these stairs isn't possible right now; because the NavMesh isn't
connected to the stairs, so the character doesn't go any further. For example, you see things like this; that
was the blue floor space I meant. Well, that's enough for the first session, my dears. My main intention was that we
are connected to Unity via MCP, and I said that in the updates for my game school, I will also add MCP for Godot,
which is very popular, and MCP for Unreal Engine. Thank you for being with me this far, ask if you have any
questions. I love you all, until the next tutorial.
MCP (Model Context Protocol) is a standard that allows a Large Language Model (LLM) agent, like WorkBuddy, to directly access and manipulate your Unity project files and tools. By providing the agent with your Unity project folder path and selecting an MCP connector, the AI can analyze assets, modify scenes, and automate tasks like setting up shooter mechanics or rigging animations, all without manual coding.
You need Unity Hub with the latest Editor (9 GB free space), a free or low-cost shooter kit like 'Low Poly Shooter Pack' from the Asset Store, and an AI agent such as WorkBuddy that supports MCP. You'll also download a low-poly map, enemy character models, and animations (e.g., from Mixamo) to provide assets for the AI to work with.
Yes, it produces a basic but functional mobile FPS where enemies see and shoot at the player, with features like gun recoil, blood effects, and NavMesh movement. However, the enemy AI is basic (e.g., may need manual adjustment for stairs); for smarter behavior, you can upgrade to a more advanced AI kit later.
The AI identifies all assets in your project, including animations from Mixamo, and automatically rigs them to the enemy character by matching animation names (e.g., 'walk' or 'die') to enemy actions. You simply provide the assets and instruct the agent to set the map as the main scene, add enemies, and implement AI, and it handles the rest autonomously.
This workflow saves hours of manual work—understanding kits, coding logic, rigging—by automating these steps in seconds. It makes game development accessible to amateurs and is scalable for adding levels or smarter AI. The AI can even ask clarifying questions and suggest improvements, such as requesting animations instead of failing silently.
For VPN issues, use a reliable VPN like Lantern for downloads and license activation. Ensure you have at least 9 GB of disk space, as the AI may request cleanup. For MCP connection, follow the agent's step-by-step instructions in Unity's Package Manager, and the agent will help resolve any errors that arise during setup.
Yes, the same MCP-based workflow can be applied to Godot, Unreal Engine, or other engines, as detailed in the full game school updates. This makes the AI-powered development approach versatile, allowing you to build games across different platforms with minimal changes to the process.
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