Feature Generation
Feature Generation builds entirely custom features for your playable, things that go beyond PLAY's built-in layers, mechanics, and components. Describe what you want, and it generates a working, interactive feature directly in your project using a Code Layer.
This is where CRAFTSMAN INTELLIGENCE goes beyond the standard toolset: a mini-game, a particle effect, a custom animation, or a fully interactive experience that none of the built-in layers could produce on their own. If you can describe how it should look and behave, Feature Generation can build it.
Like the Builder Agent, Feature Generation takes action, it creates a new layer in your project rather than just giving you advice. You never have to write or read any code; the assistant handles all of that behind the scenes inside the Code Layer.
What It Can Generate
Feature Generation is open-ended by design, but it's especially useful for:
Custom Game Mechanics
Mechanics that aren't available as one of PLAY's standard game mechanic layers. If you can describe how it plays, Feature Generation can attempt to build it.
"Generate a Space Invaders style mini-game where the player shoots falling objects."
Particle and Visual Effects
Dynamic, animated effects that would be difficult or impossible to assemble from standard layers.
"Create an explosion particle effect using my logo image."
"Add falling confetti when the user taps the CTA."
Custom Components and Interactions
Bespoke interactive elements tailored to your concept.
"Build a spinning prize wheel the user can tap to spin."
"Make a draggable slider that reveals a before-and-after image."
Full Interactive Experiences
Larger, self-contained experiences that combine visuals, interactivity, and logic into a single generated feature.
Adjusting What You Generate
When Feature Generation creates a feature, it also exposes a set of editable properties in the layer's properties panel — things like colors, sizes, speeds, and toggles. This means you can fine-tune the result yourself without going back to the chat to re-generate it.
For example, if you generate a pulsing button, the assistant might expose the color, size, and pulse speed as editable controls. Adjust them directly in the properties panel and the feature updates live.
If you want a change that goes beyond the exposed properties, you can always ask Feature Generation to regenerate or modify the feature.
"Make the confetti fall faster and add more particles."
To learn more about editable properties, visit the Code Layer documentation.
Sound, Analytics, and Progression Logic
Generated features can include more than just visuals:
Sound effects — Features can include sound effects, which you can swap and manage from the layer's properties panel. See the Code Layer reference for details on managing audio.
Progression and Game Logic — Features can track their own state (like score, moves, or health) and trigger actions based on what the user does, using the same progression system PLAY games use.
How to Use It
Open CRAFTSMAN INTELLIGENCE and describe the feature you want to build. Be as descriptive as you can about how it should look and behave — the more detail you give, the closer the result will be to what you have in mind. Adding reference images from other games you want to emulate can also be helpful.
Template Prompts
Click the Feature Generation card in the chat panel to see template prompts you can send with a single click:
Generate a Space Invaders Game.
Generate a Confetti Burst Particle Effect.
Generate an Animated background that matches my project.
Generate a Swipe Pointer Animation.
Tips
Describe behavior, not just appearance. Feature Generation builds interactive things, so explain how it should respond to the user, not only what it should look like.
Start simple, then layer on. Generate the core feature first, preview it, then ask for additions or adjustments.
Use the exposed properties first. Before re-generating, check the properties panel — the change you want may already be a control you can adjust directly.
Learn the layer. For a full breakdown of how generated features behave in the editor — editing assets, managing audio, progression, and file size, see the Code Layer reference.
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