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AgentUX for Game Designers

Build gameplay systems by describing what you want. AgentUX turns your design intent into working Blueprints with variables, functions, components, and event graph logic.

Blueprint Generator

Demo: WF06 · Transcript: 03-blueprint-from-scratch

Describe a health system and Claude builds the complete Blueprint: float variables for MaxHealth and CurrentHealth, a bool for death state, a TakeDamage function with input/output pins, and BeginPlay initialization. Compiles cleanly in under 15 seconds.

What it creates:
  • Actor Blueprint with 3+ typed variables
  • Custom function with input/output parameters
  • Event graph with BeginPlay wiring
  • Clean compilation
Try it: "Create a Blueprint with health, damage, and death logic"

Collectible System

Demo: WF12

A full collectible system: Blueprint with trigger sphere and visual mesh components, point values, and collected state. Then 20 instances scattered in a circular pattern with tiered materials (gold, silver, bronze) and layer organization.

What it creates:
  • Collectible Blueprint with SphereComponent trigger + StaticMeshComponent visual
  • 20 instances in computed circular placement
  • 3 material tiers with point values (10/5/1)
  • Layer organization for editor visibility control

Combat System

Demo: WF11

A gameplay-ready combat Blueprint with SCS components (hit box, attack direction), five combat variables, TakeDamage and PerformAttack functions, and event graph initialization. Three instances spawned as Warrior, Mage, and Archer with distinct materials.

What it creates:
  • Blueprint with SphereComponent (HitBox) + ArrowComponent (AttackDirection)
  • 5 variables: MaxHealth, CurrentHealth, AttackDamage, AttackRange, bIsAttacking
  • 2 functions: TakeDamage (with I/O pins), PerformAttack
  • 3 colored instances with different stats

Blueprint Templates

Demo: WF08

The full Blueprint portability pipeline: create a template BP with parameterized variables, bundle it as a portable JSON package, inspect the template parameters, and instantiate a new Blueprint with custom values. Create a "Tank variant" with MaxHealth=200 from the same template that defines MaxHealth=100.

What it creates:
  • Template Blueprint with parameterized defaults
  • Portable bundle (JSON export)
  • Customized instance with overridden parameters
  • Optional Pattern Store integration via GraphRAG

Ready to build your first gameplay system?

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