Where the multiplier comes fromBulk content and documentation run at 2–3×; scene iteration and debugging closer to 1.5×. AI does not decide anything — priorities, render-pipeline calls and what ships stay with me.
A wiki or design doc becomes finished Unity content — 551 prefabs (heroes, weapons, enemies, gear, buffs) created, sprites assigned, stats and merge rules wired, committed. Artists get the complete sample, not a representative handful.
Inspector-only tutorials written straight from the module, screenshots captured by script from the real Unity window, every link verified against the paths artists actually have. 86,000 words across six guides — depth that would never be written by hand.
Unorganized asset dumps inventoried, migrated into Samples and published as an Assets Visual Guide — one page per game with a studio-lit thumbnail of every prefab and model. Credited by product with cutting artist production time and rolled out to every game.
Package resolution errors, sample folder links, LFS, broken shaders and materials, editor slowdowns — fixed and repackaged in the same session instead of the next day. Roughly 12 hours of artist downtime avoided per month.
A two-phase QA method — static checks with no Unity, then live passes through MCP on a duplicated scene — writes one folder per problem with a repro and screenshots, and splits findings into “fix locally” vs “needs dev”. Tickets reach engineers with a repro, a scene and a path.
A nightly agent leaves a five-section brief in Slack before the workday — team WIP by person, blockers, meetings, messages needing a reply — and keeps per-game trackers, team capacity and 1:1 prep current across monday.com and Slack. Built once, runs overnight.
Cat Match went from Unity 5.6 to Unity 6: UnityScript to C#, iTween to uGUI, IAP 5, Android and iOS built from the command line, headless smoke tests with logs, installed and played on an iPhone. New character sprites were generated with the prompts saved beside them.
A skill holds the method. A script reads the Unity project and packs the atlas, a simulator tunes the win rate, a headless browser plays it by drag and by tap and takes the screenshots. The result is the Cat Match playable on this site.