A2Z GameSpec-Bench: How Faithfully Can Coding Agents Generate Games from Game Design Specifications?
Seonho Lee, Wonryeol Jeong, Alberto Cereser, Inha Kang, Hyeonjong Kim, Seungmin Kwak, Dongmin Park
KRAFTON · KAIST · Korea National University of Arts
Published September 30, 2026 · on the feed October 1, 2026 · ▲ 14 · arXiv 2609.39564
The abstract
Delegating complete application development to coding agents requires preserving the intended design rather than simply producing plausible outputs through naive prompting. Game development provides a demanding testbed, as long-form Game Design Documents (GDDs) describe requirements that must work together across game logic, visual rendering, and player interactions. However, existing game-development benchmarks typically use compact specifications and provide limited support for evaluating interdependent requirements across these aspects in long-form GDDs. We introduce A2Z GameSpec-Bench, a benchmark of 100 long-form GDDs for evaluating end-to-end game development by agents. We measure faithfulness by checking whether the game satisfies the GDD requirements and preserves the relationships among them. Each GDD is turned into a dependency-aware contract that contains rules, constraints, and prerequisite relations. Following game-development practices, we combine source-code inspection with agent-generated test policies for scenario-based replay and adaptive playtesting. The contract remains fixed across agents and revision rounds, while judgments and evidence linked to the same requirements support consistent comparison and failure detection. Our evaluations show that current agents struggle to jointly satisfy interdependent requirements across code implementation and actual play. Requirement-specific feedback improves GDD Fidelity by 10.9% relative to self-revision after two rounds. A2Z GameSpec-Bench assesses end-to-end specification-following ability beyond implementation judgments and provides targeted feedback to support more faithful game development. Code and datasets are available at https://a2z-gamespec-bench.github.io.
The Brief
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Transcript
A2Z GameSpec-Bench. How Faithfully Can Coding Agents Generate Games from Game Design Specifications?. By Seonho Lee and six others, from Krafton, KAIST, and one other institution. Published on the thirtieth of September. Its code repository is a placeholder: a readme, and nothing to run yet.
Handing a whole application to a coding agent only works if the agent keeps to the intended design. Producing something plausible from a naive prompt is not the same thing. Games make a demanding place to test this. A long-form Game Design Document lays out requirements that have to work together across game logic, visual rendering, and how the player interacts. Existing benchmarks for game development, though, tend to use compact specifications, and they offer limited support for judging requirements that depend on one another across those aspects in a long document. A short specification can be checked item by item. A long design document cannot, because the items lean on each other: a rule in the game logic may only make sense if something is drawn on screen and the player can reach it.
A2Z GameSpec-Bench measures faithfulness. The question is whether the finished game satisfies the requirements of its design document, and whether it preserves the relationships among them. A requirement met in isolation but broken in combination counts against the agent.
The benchmark holds one hundred long-form design documents, used to evaluate game development by agents from end to end. Each document is turned into a dependency-aware contract, containing rules, constraints, and relations that say which requirement is a prerequisite of which. Checking borrows from how games are actually developed. Source code is inspected, and the agents also generate test policies, which drive scenario-based replay and adaptive playtesting. The contract stays fixed across agents and across rounds of revision. Judgments and evidence are tied back to the same requirements each time, which is what keeps comparisons consistent and lets failures be pinned down.
Current agents struggle to satisfy interdependent requirements jointly, both in the code they write and in the game as actually played. Feedback helps when it is specific. After two rounds, feedback aimed at particular requirements raises GDD Fidelity by ten point nine percent, relative to letting the agent revise itself. The difficulty, then, is less in writing plausible code than in keeping many connected requirements true at the same time, in code and in play alike.
Two things come out of the contract design. One is a score of specification-following that reaches past whether the code merely looks implemented, into whether the game behaves as designed when someone plays it. The other is a source of targeted feedback, since every judgment points to a named requirement, and that feedback is what the authors offer for moving agents toward more faithful game development.
Paper Quest · 7 chapters · about 40 min
Play this paper
Learn it by doing: make the calls the authors made, guess the result before you see it, and defend it in a viva graded on your own words. Chapter 1 is right here.
Chapter 1 🧩 · The problem
Every quest starts with a wall. Here it is a game that runs fine but may not be the game anyone designed.
You run a game studio and want to hand a whole game to a coding agent. Your designer has written a long design document covering game logic, what is drawn on screen, and how the player interacts.
The road ahead
- 1 · The problem ~7 min A coding agent can build a game that compiles and runs, yet still not be the game the long design document described.
- 2 · What came before ~3 min
- 3 · The key idea ~8 min Turn the design document into a fixed contract of linked rules, check each rule several ways, and tie every verdict back to its rule.
- 4 · Choose your own research ~3 min
- 5 · Build the method ~8 min Build a fixed contract, plan tests per requirement, run them in replay and play, tie verdicts to rules, then feed failures back.
- 6 · The experiment ~6 min You’ll guess: After two revision rounds, by how much did requirement-specific feedback improve GDD Fidelity relative to self-revision?
- 7 · The viva ~5 min Three questions from the examiners, answered in your own words. Win it for the paper’s trophy.
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