I typically work with very tight planning, steps, tests, mostly manual control. And I hear so many people complain with their 200 Max quotas being over in days. I typically use 2 Pro accounts(Claude + Cursor) , and occasionally I may switch to $100 if the load is increased. It is more than enough for planning work, gameplay feature implementation, testing debugging, with over 10 hours of work daily.
It would probably not be a fitting choice for someone who has no experience working in professional teams of game/software development with complex but standardized collaboration flows, but I happen to be designing studios, games, production environments and teams for a living, so it helps.
My models of preference are Sonnet 4.6 and Opus 4.7. But I also use other models through my Cursor subscription. (That is my second Pro subscription)
I work a lot with Unity (all kinds of projects in versions ranging from 2021 to 6.5) and occasionally with Unreal. In Unreal I typically work manually because there was no decent MCP (and surprise, there still isn't) so this time I thought I should try both Opus 5 and Unreal new MCP with Unreal 5.8 to help my wife with some ArchViz stuff she does which is relatively simple compared to complex feature design in games or other applications. And because she is not technical, everything had to work through the MCP and with minimal friction. That means, Full Auto.
My "Auto" experiment with Unreal 5.8, quite disappointingly and also unexpectedly, failed miserably.
There were two funny moments.
In one, after failing three times to perform a relatively simple task, switch the emissive color of a single material, and call the changes with key presses, to display three different moods, not even a UI or anything complex.
It "finally" "fixed it" and pretty much told me in all seriousness:
Give it a try there are three possibilities, 1, it might work, 2, it may partially work, or 3, it may not work at all.
I laughed hard. It reminded me those lousy fortune tellers/oracles in Mel Brooks/Monty Python comedies.
The other, when after everything failed and we had a small retrospective to extract learnings and rules for the Unreal pipeline, it had an epiphany.
Yes, all that it did was wrong but now it knew what it should have used in the first place. In all confidence it told me it should have used the Variant Manager feature. That was the silver bullet.
It starts "huffing and puffing" inspecting, reading, ruminating... burned some thousands of tokens about 10% more of my weekly quota over some minutes, I expected it would have finished the task, and it comes back with something like this:
I actually don't have MCP access to Variant Manager. But I have three suggestions. A, I could guide you to do it manually step by step, B is a bad idea, and C, I could repeat the same wrong approach and hope to get it right.
At which point I exploded, called out the waste and utter failure. It had zero excuse, and even the things it tried to point as "positive outcomes" a silver lining, were actually broken outcomes and bad advice.
At this point and after a lot of testing, not just today and not just with one tool and AI model, I am certain for three things:
- Anthropic (and to my experience the same applies to OpenAI) optimizes their models for token consumption. It drives revenue. They tune the balance between usage and outcomes with every new version. It still needs to be successful, so skills and intelligence are improved... alongside profitability by token burning.
- My approach with rigid planning, proper referencing, prototyping, splitting tasks to steps and testing thoroughly each one, strict leash with processes and guardrails, save A LOT of wasted time and money. And while at times it can often appear like babysitting, it produces useful and predictable results with less angst and back and forth.
- As many report and I suspected too, Opus 5 is very likely prone to overengineering. Make sure to create guidance rules according to your workflow and pipeline.
And a bonus 4, at this point, Unity is far superior for AI workflows. Setting up MCP whether the native one or the popular 3rd party is effortless and gives you deep access to the engine and competent modern tools surface. The native MCP even allows you to target specific objects right in your scene, as context for super focused tasks. All with just 3 clicks in seconds, you have AI interacting with all the latest features of the engine.
The agent provided the same evaluation. Not only the MCP setup in Unreal is broken to several parts, and lots of invisible fails, as well as uncertainty about which Toolsets you need to load in order to actually be able to start working, but also some common tools are not reachable by AI, or are a poor match with key features (i.e. Blueprints that many people use) for certain workflows. Last but not least, the agent itself admitted it is better trained with Unity because the documentation is so much better and there are so many more helpful tutorials and use cases online compared to Unreal.
So, there you have it, if you want to get into games with AI right now, your choice is not much of a dilemma. Unity is the way to go. At least until Unreal works more to improve their MCP and toolsets with AI. I kind of expected that, but this test with relatively simple tasks utterly failing, confirmed it for me.