AI for building real games,

not generating them.

Bezi is an agentic workspace that sits on top of your engine, built for game developers who believe that the craft of building games could do with less friction.

Bezi
DragonCore
Home
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Plans
Fire Prototype
Animator Setup
Debug Projectile
Pages
Game Concept
Dragon Movement Spec
Mechanics
Brainstorms
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To-do List
Archive
Plan
Fire Prototype
Add a fuel-based continuous fire-breath attack to the dragon. Hold F to breathe fire while grounded or flying.
The movement controller yields animation control during the attack, while a dedicated fire controller handles fuel, intensity, and the layered flame effect.
To-dos
Update DragonMovementController.cs for fire states and movement gating
Create DragonFireBreath.cs for input, fuel, and VFX playback
Configure the fire origin and particle systems on Dragon.prefab
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Thread Name
What do you want to build?
DragonCore
Fire Prototype
Dragon.prefab
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Core
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New Thread
Thread Name
What do you want to build?
DragonCore
Animator Setup
Dragon.prefab
Ask me about your project...
Agent
Core
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New Thread
Thread Name
What do you want to build?
DragonCore
Debug Projectile
Dragon.prefab
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Core
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Scene
Game
Animator
Scene · after

Bezi's the only day-one AI tool that all new hires get. It's sped up our feature development by 2-5x, it's unlocked our ability to have designers expand systems to iterate and find the fun, and it's been a great knowledge tool to understand project structure and what components are driving aspects of the game.

Jordan Arnold avatar
Jordan ArnoldCOO, Lightfox Games

Bezi's the only day-one AI tool that all new hires get. It's sped up our feature development by 2-5x, it's unlocked our ability to have designers expand systems to iterate and find the fun, and it's been a great knowledge tool to understand project structure and what components are driving aspects of the game.

Jordan Arnold avatar
Jordan ArnoldCOO, Lightfox Games

A pipeline-defining power tool, shaped around how you like to work.

Bezi enhances your depth of control over every aspect of your project, running in-engine tasks and surfacing potential bottlenecks. And the workspace shapes itself around you: your routine workflows, your toolchain, and your conventions.

  • Index your scenes & prefabs

  • Debug in Play Mode

  • Wire up Input Actions

  • Create editor tools

  • Profile performance

  • Build particle effects

  • Search codebase

  • Debug errors

  • Write tests

  • Run builds

  • Create particle systems

  • Set up cinematic sequences

  • Set up state machine

  • Easily use packages

  • Edit project settings

EXECUTION DEPTH

Operates in the Editor with constantly expanding capabilities

From writing scripts to building out scenes and configuring prefabs, Bezi does the hands-on work inside Unity. Its capabilities are continuously augmented, with increasing surface areas for control.

Project comprehension

Understands your full game and vision, beyond what's in-engine

Bezi factors in everything that makes your game what it is: not just code and scenes, but the design docs, spreadsheets, assets, references, local files, and git commits that live outside Unity.

Understands your full game and vision, beyond what's in-engine

Bezi factors in everything that makes your game what it is: not just code and scenes, but the design docs, spreadsheets, assets, references, local files, and git commits that live outside Unity.

Bezi
MechanicsDev
Home
Settings
Shared Pages
Attack Mechanic Docs
Gavel Smash [WIP]
Objection Slice
Statements (Open, Close)
Architecture
Core Systems
Plot
Characters
Private Pages
TO-DO
Page
Gavel Smash [WIP]
Description
The Gavel Smash is a smash area-of-attack that fuels up based on courtroom rules, specifically minor violations of conduct and interference calls (accumulated)Cecilia. It’s handled by the judge rather than the player to create consequences for system-wide rules breaks. Julian
Triggers
  • Threshold— when the violation count bypasses 100%
  • Contempt of court— instant queue
  • Denys
  • DELAY: target visuals on trigger, attack 1.5 seconds after
Visual Characteristics
  • Loading bar— indicates violation count and progress. glow and pulse when full, holding until attack is completed.
  • Target circle— appears over a target region, pulsing with low opacity glow fill that targets characters in range
  • Gavel— 3D asset appears and slams down over the target radius. Snap down on appear, hold, then lift back and fade out
  • VFX— Light ring pulse on land, dust clouds, splinters
  • Shatter effect— Visually crush floor, non-traversable for a period of time after hit
Made in Agent Mode
Cross reference the latest prototype with Git. Is @GavelSmash up to date with our concept docs?
Restore
Edit
I'll look at Github and your project to see the current implementation state of this mechanic on remote and local.
Explored · Github, Scenes, Scripts
The state of GavelSmash on your local branch is more advanced visually than on the current main, but there's a recently added Rules Tracker that you should pull down before continuing to work.
While you pull the latest main, I can dig into the content of Rules Tracker and find where to insert your visual work. Want me to do that?

Memory that compounds

Remembers how you build across sessions

Conventions, architecture decisions, and specs carry forward across threads and projects instead of resetting each time. The more you build, the better Bezi fits how you work.

Bezi
MechanicsDev
Home
Settings
Shared Pages
Attack Mechanic Docs
Gavel Smash [WIP]
Objection Slice
Statements (Open, Close)
Architecture
Core Systems
Plot
Characters
Private Pages
TO-DO
Page
Gavel Smash [WIP]
Description
The Gavel Smash is a smash area-of-attack that fuels up based on courtroom rules, specifically minor violations of conduct and interference calls (accumulated)Cecilia. It’s handled by the judge rather than the player to create consequences for system-wide rules breaks. Julian
Triggers
  • Threshold— when the violation count bypasses 100%
  • Contempt of court— instant queue
  • Denys
  • DELAY: target visuals on trigger, attack 1.5 seconds after
Visual Characteristics
  • Loading bar— indicates violation count and progress. glow and pulse when full, holding until attack is completed.
  • Target circle— appears over a target region, pulsing with low opacity glow fill that targets characters in range
  • Gavel— 3D asset appears and slams down over the target radius. Snap down on appear, hold, then lift back and fade out
  • VFX— Light ring pulse on land, dust clouds, splinters
  • Shatter effect— Visually crush floor, non-traversable for a period of time after hit
Made in Agent Mode
Cross reference the latest prototype with Git. Is @GavelSmash up to date with our concept docs?
Restore
Edit
I'll look at Github and your project to see the current implementation state of this mechanic on remote and local.
Explored · Github, Scenes, Scripts
The state of GavelSmash on your local branch is more advanced visually than on the current main, but there's a recently added Rules Tracker that you should pull down before continuing to work.
While you pull the latest main, I can dig into the content of Rules Tracker and find where to insert your visual work. Want me to do that?

Remembers how you build across sessions

Conventions, architecture decisions, and specs carry forward across threads and projects instead of resetting each time. The more you build, the better Bezi fits how you work.

Bezi
MineMatch
Home
Your Rules
Plans
Pages
Plan
End Screen UI Check
Compare the in-game End Screen against the Figma design and flag anything that's off.
The End Screen shows the run summary — score, stars, and the level tracker — over the results backdrop. This pass checks the live UI against the source frame in Figma.
Checks
  • Layout matches the Figma frame: spacing, alignment, and safe-area insets
  • Typography sizes, weights, and colors pull from the shared theme
  • Every element in the design is present in the scene
To-dos
Pull the End Screen frame from Figma and compare it to the UI
Flag any missing or misaligned elements
New Thread
Thread Name
Made in Agent Mode
Check that the end-screen UI aligns with the Figma.
Restore
Edit
MineMatch
UI Check
EndScreen.prefab
Ask me about your project...
Agent
Core
0%

Trust but verify

Keeps you in control while verifying its own accuracy

Every change is reviewable before it runs. Bezi also checks its own work visually and with a proprietary verification system, so speed never costs you accuracy.

Bezi
MineMatch
Home
Your Rules
Plans
Pages
Plan
End Screen UI Check
Compare the in-game End Screen against the Figma design and flag anything that's off.
The End Screen shows the run summary — score, stars, and the level tracker — over the results backdrop. This pass checks the live UI against the source frame in Figma.
Checks
  • Layout matches the Figma frame: spacing, alignment, and safe-area insets
  • Typography sizes, weights, and colors pull from the shared theme
  • Every element in the design is present in the scene
To-dos
Pull the End Screen frame from Figma and compare it to the UI
Flag any missing or misaligned elements
New Thread
Thread Name
Made in Agent Mode
Check that the end-screen UI aligns with the Figma.
Restore
Edit
MineMatch
UI Check
EndScreen.prefab
Ask me about your project...
Agent
Core
0%

Keeps you in control while verifying its own accuracy

Every change is reviewable before it runs. Bezi also checks its own work visually and with a proprietary verification system, so speed never costs you accuracy.

How game devs are using Bezi

Loved by game devs
& studios

Loved by game devs
& studios

Loved by game devs & studios

Changelog

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Join thousands of developers, artists, and designers using Bezi to build their games