Launching today

Wanaka Studio
Make and publish 3D games with the first AI game engine
277 followers
Make and publish 3D games with the first AI game engine
277 followers
The first all-in-one, AI-native game engine. An AI agent builds your AAA-style 3D game. You can edit it directly in a synced visual editor. No code. Auto-rigging, multiplayer, and 1-click publish built in. Uses ~80% fewer tokens and generates faster than Claude Opus 5.5 + Unity.








Free Options
Launch Team / Built With

Framer AI AgentsDesign and publish professional sites with AI
Promoted



Hey Product Hunt! 👋
I'm Yang, Founder & CEO of Wanaka.
A bit about us:
I scaled ByteDance's Helo to 50M DAU, and co-founded Livein (#1 on the US App Store) and AnswerAI (top-3 AI education app in North America, 6M+ users)
My CTO spent 10 years at ByteDance leading recommendation & LLM RL at Seed, with a computer graphics background from SJTU
Our core team comes from ByteDance Seed and miHoYo
Together, we're uniting top-tier AI agent research with deep game-engine engineering.
Today, we're launching Wanaka Studio: the first all-in-one, AI-native game engine built from the ground up for both humans and AI. Anyone can build high-quality 3D games, with zero coding required.
💡 Why we built Wanaka Studio
Making a game should be as easy as making a video. Photos and videos had their UGC revolutions because editing apps made creation effortless. Games never did, because the barrier was too high. We believe AI finally makes game creation accessible to everyone.
Existing AI game-dev paths hit a dead end. We went deep on the two main approaches in the market today and found fatal flaws in both. Our takeaway: LLMs won't replace professional software. Instead, AI needs better software. All pro software deserves to be rebuilt from scratch for one simple reason: the user has changed.
So we built a brand-new game engine where both humans and AI are first-class citizens.
🚀 What makes it special: Ultimate Ease of Use × AAA-Grade Quality
An Engine-Native AI Agent That Actually Works. Why does our Agent succeed where general coding agents fail? It doesn't write raw boilerplate from scratch. It operates on an engine co-designed for AI, with clean declarative APIs, 30+ atomic engine tools (physics, terrain, prefabs, behaviors, lighting), and a closed-loop self-playtest & rollback system that inspects the live runtime, catches bugs, and fixes its own mistakes.
All-in-One Game IDE & Visual Editor. No black-box prompt roulette. The Agent and the visual IDE stay in real-time, two-way sync. Prompt for speed and get readable, structured game design & logic, then click straight into the 3D viewport to drag assets and fine-tune parameters. The Agent immediately understands every manual edit you make.
3D Character Generation & Rigging. Generate custom 3D characters with built-in skeletal rigging and animations in seconds.
Native Multiplayer. Built-in networking and state sync let you turn any creation into a multiplayer game to play with friends.
One-Click Publishing. Share your game instantly via a link. Zero deployment headaches.
🎮 Come build with us!
👉 Try Wanaka Studio: https://studio.wanaka.app/
Our team is in the comments all day. Build a world and let us know what you think! 🙏🔥
@yang_zhang21 How much of the game design stays in the creator hands after AI builds it?
@shivam_kushwaha16 All of it, honestly. Nothing the AI builds is locked: terrain, models, characters, gameplay rules, it all stays editable.
You can change things two ways: tell the AI what you want ("make the jump higher", "swap this enemy for a robot"), or open the editor and do it by hand. Most people end up mixing both.
The AI does the heavy lifting, but every call about what makes the game fun is yours.
@shivam_kushwaha16 Great question! We've put a lot of work into making sure the AI follows the user's design. For example, Plan Mode guides you to flesh out and refine your ideas, and the editor also lets you manually edit scenes and quickly tweak the settings.
I tried this product to generate a financial-analysis game in the form of Radio Commander
Pros: easy onboarding, simply one prompt can generate a complex game. Can directly let the tool search for real financial numbers and my preferred design tool, which saves a lot of my time.
Cons: still can see some places with AI-generated contents such as all capital letters and designs(yeah I am picky about AI content) so I need to fine tune the game design by my self.
But above all, i will keep trying this to generate sth fun.
@jackinlearning96 On the AI artifacts: you literally caught our exact next commit. We’ve already updated the skill to clean up the all-caps formatting and design quirks, it’s tested and just waiting to be deployed to the online version.
Really appreciate you taking it for a spin:)))
@jackinlearning96 100% agreed on the AI look. Good news is, you caught us right as we finished fixing it: we’ve already built and tested an updated skill to eliminate the all-caps letters and design weirdness. It’s ready to go and will be deployed to the online version shortly.
@yang_zhang21 oh yeah, sure i will try it in following days^^
@jackinlearning96 Really interesting project! Your suggestion is exactly the direction we’ve been working toward.
An early version of this feature is already being tested in Toolbox. You can choose which settings—parameters, colors, difficulty, text, and more—to expose in a customizable panel, then adjust them whenever you like and see the changes immediately.
The feature is coming in the next release. I’d love to hear your feedback!
@jackinlearning96 Thanks for trying it out! Can't wait to see what fun games you come up with.
Interesting, I am trying it rn
Could we use it just for previs? Like block out a scene with the auto-rigged characters and export to Blender, or does everything have to stay inside Wanaka?
@thomas_wazza Yes, assets can be exported
@thomas_wazza Hey, yes, you can use it just for previs. Good advice, we will support you to export to blender later!
could be useful for testing a mechanic before hiring a full game team
@eli_lee3 Yes! Wanaka is a great way to test whether an MVP works, and many of our beta users are already using it this way. You can share a playable link that works across desktops, phones, and tablets, making it easy to let others try your idea and give feedback. Built-in version history also lets you switch between versions to show how your idea has evolved or compare different directions.
@eli_lee3 yep! That’s actually what a lot of our early creators told us! Instead of burning weeks or hiring a full team right away, they use Wanaka just to see if a core loop is genuinely fun first.
This is so cool! I especially liked that you can also publish it directly, thus allowing to to now only design but also distribute. Which platforms could I publish it to?
@knolladrian Thank you! you can publish it to a weblink now. And we will support creators publish it to steam and other platforms.
Hey Product Hunt 👋
🍎Some Thoughts on Why We Built Wanaka
We have always believed that games are one of the ultimate expressions of human creativity. You conjure a world from nothing, define its laws, breathe life into its characters, and invite others to experience it as their own.
Making a game has demanded a brutal barrier to entry. Brilliant ideas were too often trapped behind a wall of code, complex engines, 3D modeling, physics, and years of specialized craft.
The rise of AI marks a genuine turning point.
As models learn to understand natural language, write code, and generate 3D assets, tasks once reserved for veteran studios are finally within reach of anyone with a vision. The gap between imagining a game and building it is closing fast.
But that raises a deeper question: if all it takes is a single prompt to churn out a game, are we empowering creators, or are we quietly handing the act of creation over to the machine?
We refuse to take that second path.
Anyone can prompt an AI to spit out a playable loop. But what makes a game memorable, distinct, and truly alive is still the person behind it — your taste, your instincts, your creative friction, and the quiet obsession of asking: "Not quite... let's try that again." That is where the magic happens.
Wanaka is built to tear down technical walls, not to replace the human soul of game design.
We don't believe the future belongs to frictionless, homogenized AI templates. We believe AI should unlock the door, while you remain firmly in the director's chair.
A great game isn't just "generated." It is authored, sculpted, and brought to life through taste and iteration.
And that director is you.
That is why we built Wanaka.
— The Wanaka Team, 2026
what is the smallest game you have seen someone finish with it?
@jade_wang1 Give this dessert-squishing game a try! It’s tiny, polished, creative, and surprisingly addictive.:https://wanaka.games/g/gam_0WuU7OpO3mq7Fc6