AI game development for game studios

Build internal
prototypes in minutes

Turn PRDs, docs, screenshots, or pull in any context to create a prototype, design or a feature.

Explore games made on Tesana

Click to preview and play game prototypes

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Game world
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@noahcraft · 2d ago
Game world
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@pixelrider · 5d ago
Game world
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@maradev · 1w ago
Game world
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@lunaforge · 3d ago
Game world
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@kaibuilds · 6d ago
Game world
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@stellaworks · 1w ago

Prototype ideas before they hit your roadmap

Explore and validate new game ideas, worlds, and changes with AI game prototypes to answer the question of 'should we build this,' early.

Build, test and align quickly

Test gameplay ideas without setting up engines, assets, or complex pipelines. Tesana lets studios generate playable prototypes quickly, making it easier to explore mechanics, level ideas, and gameplay loops before committing production resources.

Rapid gameplay iteration

Test and adjust mechanics, systems, and gameplay rules instantly without rebuilding core components.

Bring gameplay to life in minutes

Adjust mechanics, difficulty, progression systems, or world rules in real time. Teams can experiment with variations and test gameplay changes immediately instead of rebuilding systems from scratch.

Pre-production exploration

Explore gameplay ideas and visual directions before committing to full production.

Fine-tune & edit as you build

Create a game, world or idea prototypes with real assets, states, and logic to evaluate complexity and edge cases without pulling favors from engineering.

Save 100's of hours

Rapid design and systems testing

Evaluate NPC behaviors, quests, and gameplay systems in a playable environment before implementing them in a game engine.

Studios using Tesana

Marcus Chen

We used to spend a month and an engineer just to validate whether a mechanic was worth pursuing. Now our designers prototype it themselves in an afternoon and put it in front of the team. The signal-to-noise on greenlight meetings has completely changed.

Prototypes in hours, not weeks

Sofia Lindqvist

I needed three playable vertical slices for a publisher pitch and we were six weeks out. Tesana let me ship all three with our small pre-production team — different art directions, different core loops — without pulling anyone off the main project.

3 vertical slices, 1 sprint

Hiroshi Watanabe

Our design team finally has a way to test ideas without writing a doc and waiting on engineering. We've cut the time between "what if" and a playable answer down to a single afternoon — and it's changed how we run pre-production.

Pre-production cut in half