Greg shows how he uses Bezi to design educational games, prototype mechanics, work through feedback, and build in Unity. Kevin from Bezi joins me to talk about what these tools actually change—and why testing and staying in control still matter.
How fast were the design revisions? Greg estimates an hour or two for work he says would have taken him weeks before AI. We also get into project-aware tools, reusable skills, and using Opus to coordinate smaller coding agents.
We finish with Greg's Word Board experiment and the follow-up that fixed its iPhone controls.
What's your biggest bottleneck with AI game development right now: design, implementation, or testing? Let us know in the comments.
Tripo AI, make 3D models from text or images: https://tripo.pxf.io/c/7912812/3975844/55781
Affiliate link: I may earn a commission at no extra cost to you.
Try Greg's Word Board:
https://play.unity.com/en/games/e9dc34fc-3ee2-4bd2-b6e2-3ee09c175ad2/word-board
More from MidniteOil:
https://play.unity.com/en/user/e64554a6-2bf6-4d1d-914b-edcc4589a301
https://github.com/Midnite-Oil-Software-L-L-C
Bezi:
https://www.bezi.com/
Skills: https://docs.bezi.com/fundamentals/skills
Plan Mode: https://docs.bezi.com/fundamentals/plan-mode
Chapters
00:00 Coming up: game design revisions in hours, not weeks?
00:26 Educational games, before and after AI
02:18 What Bezi does inside Unity
03:17 Project context, skills and localization
04:37 Prototype the mechanics before implementation
06:14 Design around real constraints
07:39 Four rounds of feedback
09:34 Does experience still matter?
11:03 Building is fun again
13:55 Team workflow and human responsibility
16:47 From a design document to a resumable plan
19:30 Opus orchestrating, Sonnet coding
21:06 Testing on another machine and network
22:06 Greg's playable Word Board experiment
23:44 The iPhone bug and the follow-up fix
Gameplay and project demonstrations: Greg / MidniteOil. Timelines and time savings discussed are personal estimates, not independent benchmarks.
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