AI-Assisted Level Design in Unreal Engine with UnrealPilot
Describe what you want, and UnrealPilot builds it. Faster iteration, less tedious placement, more time for creative decisions.
Level Design is 90% Tedium
The creative part of level design—deciding layouts, planning flow, balancing encounters—is fun. The execution—placing hundreds of props, aligning meshes, configuring actors—is tedious.
UnrealPilot handles the tedium so you can focus on design.
Building with Natural Language
Instead of clicking through menus and dragging meshes, describe what you want:
Room Creation
"Create a room 2000x1500x400 using SM_Wall_01 for walls and SM_Floor_Concrete for floor"UnrealPilot spawns the meshes, aligns them, and snaps them together. You get a complete room in seconds instead of minutes.
Prop Placement
"Scatter 50 chairs around the tables in this room, facing inward"The AI understands spatial relationships. Chairs face the tables. They don't clip through walls. They're distributed naturally, not in a grid.
Pattern-Based Spawning
"Place streetlights every 1000 units along Main Street""Create a spiral staircase from floor 1 to floor 3""Spawn cover points in a semicircle around the boss arena"Environment Setup
"Add fog and rain particles to this outdoor area""Place a directional light simulating sunset from the west""Create a reflection capture covering the main hall"Iteration Speed
The real power is iteration. Traditional workflow:
- Spend 30 minutes placing props
- Playtest
- Realize layout doesn't work
- Spend 30 minutes rearranging
- Repeat
With UnrealPilot:
- "Spawn props for a warehouse interior"
- Playtest
- "Move all the crates to the walls, clear the center"
- Playtest
- "Add more cover in the northwest corner"
Each iteration takes seconds. You can try 10 layouts in the time it used to take to build one.
Smart Queries
UnrealPilot doesn't just place things—it understands your level:
"Where are there no cover points within 500 units of spawn?""Which rooms have no lighting?""Find all areas the player can't reach"Use queries to find problems before playtesting.
Bulk Operations
Need to change something across the whole level?
"Replace all SM_Tree_Oak with SM_Tree_Pine""Scale all rocks by 1.2""Rotate all buildings to face the main road"Changes that would take hours happen instantly.
Not Replacing Designers
UnrealPilot doesn't design levels for you. It doesn't know what's fun. It doesn't understand pacing or player psychology.
What it does:
- Execute your design decisions faster
- Handle repetitive placement
- Let you try more variations
- Free you to focus on the creative work
You're still the designer. UnrealPilot is just a very fast assistant.
Real Workflow Example
Building a multiplayer arena:
// Initial layout
"Create an octagonal arena 5000 units across"
"Add 4 pillars at cardinal directions"
"Place weapon spawns between pillars"
// Add cover
"Scatter low cover around the center"
"Add high cover near the pillars"
// Refinement after playtest
"Remove cover from the east side - too defensive"
"Add a raised platform in the center with ramps"
// Polish
"Add lights above each weapon spawn"
"Create a skybox with the Space theme"From empty level to playable arena in minutes, not hours.
Get Started
UnrealPilot is in beta. Request access to try AI-assisted level design in your projects.