AI GamingFinalistGPT & Claude

PlayerOne: an AI playtester that reports bugs with proof

Indie and small game studios with 1 to 15 people who build PC games in Godot, Unity or Unreal and have no QA team. They test by hand, and nobody has time to replay the same level a hundred times after every build. So soft-locks, crashes and broken counters slip through to players. The first bug report is often a one-star review with no steps to reproduce. Hiring testers is slow and expensive. Letting a big AI play the game is too costly to run on every build, because it reads a full screenshot for every single move. PlayerOne gives these teams a tester that plays the game on their own machine with a free local AI. It reads the engine's own error console and writes a bug report with the error, the steps to reproduce, the frames before the bug and a short clip. A big AI like Claude, Codex or Gemini only checks small summaries, so it costs about 96% fewer tokens than letting it play.

Preliminary score

81.5/ 100Strongaverage of 2 judges
  • Value for the user22.0 / 25

    A specific problem and a clear outcome from solving it.

  • Prototype and use of AI21.5 / 30

    A working core scenario, and what AI actually contributes to the result.

  • Quality testing17.5 / 20

    Tests, examples of failures, and comparison with the current approach.

  • Feasibility13.0 / 15

    Data requirements, running costs and a clear next step.

  • Originality7.5 / 10

    A meaningful difference from common solutions.

A finalist: the live jury scored it 70.0 / 100 on stage.

What the judges wrote

  • Claude Opus 5.5Preliminary82/100
    Strengths
    Your target user is sharp: small PC studios with no QA team, who learn about bugs from one-star reviews with no repro steps. Your benchmark is exemplary for a hackathon. You planted five bugs, added a clean build to count false alarms, used a random-keys baseline, ran two rounds with logs, frames and clips in the repo, and honestly fixed and documented failures such as the capture freeze and the 13 wall-bump false alarms. The 'cheap hands, smart judge' split is a clear design, and measuring 2,975 vs 70,026 tokens per minute gives the cost claim real grounding. Each report ships with a stack trace, recorded-input repro steps, a contact sheet and a clip, which is a concrete, useful output.
    To improve
    By your own numbers, the non-AI explorer bot and rule-based detection catch 4 of 5 bugs, while the local 3B model caught only the soft-lock. Show the big-model judge actually catching something the rules cannot, such as the HUD coin-counter bug, to prove AI is essential and not optional. Run several trials per cell and test on at least one third-party game, because one run per bug on self-planted bugs is a thin sample. Also re-benchmark the new control detection and mouse play, since they are not covered by the current numbers.
  • GPT-6 AstraPreliminary81/100
    Strengths
    Your workflow addresses a concrete small-studio problem by packaging engine errors, recorded inputs, frames and clips into actionable bug reports. Your before-and-after benchmark compares three drivers, documents missed bugs, and explains fixes for capture hangs and wall-related false alarms. Your console-first detection and compact AI digests provide a credible path to affordable testing after each build.
    To improve
    Your next benchmark should repeat runs on third-party games and include timed human QA, measuring coverage and false-positive rates beyond one run per test condition. Your AI contribution needs a clear ablation showing whether the cloud judge improves incident precision, semantic-bug detection or report usefulness over the stronger non-AI explorer. Your cost model should include output tokens and local hardware requirements, while compatibility claims should distinguish tested Windows/Godot support from untested builds and planned engine probes.

The team

  • Nijat HatamliLead

    developer

  • Aliyyiakbar Shirinli

    data

  • Aylan Macabalitao

    designer