🛠️ The Spec-Driven Revolution
Everything began with a folder: /.kiro
. Inside it, I wrote YAML specs for quests, NPCs, and global events. No hardcoded logic. No brittle managers. Just clean, declarative design:
- id: "neon_escape"
startCondition:
roomEntered: true
endCondition:
player.healthBelow: 0.2
actions:
spawn: "gangAmbush"
reward:
type: "neonShard"
amount: 5
Kiro parsed these specs and instantly generated:
- C# classes (
QuestDefinition
,EventTrigger
) - YAML ↔ runtime serializers
- Unity bindings that made everything playable on save
🤖 Agent Hooks That Think Ahead
I wired custom Kiro hooks to automate everything:
- Saving a spec regenerated the quest pipeline
- Creating an NPC archetype scaffolded AI behaviors and animation states
- Dropping a prefab rebuilt the spawn registry and loot tables
- Running a profiling hook injected performance throttles directly into the spec
It felt like having a full-time systems engineer working behind the scenes — except it was all AI.
✨ AI Pair Programming That Actually Works
I sketched my ideas in plain English:
“Build a map generator that carves rooms, places doors, and sets neon lighting.”
Kiro returned a complete C# class with:
- Breadth-first room expansion
- Adjacency checks
- Weighted loot tables
- Coroutine-driven lighting transitions
It compiled and ran on the first try. I didn’t touch a single boilerplate line.
🚀 What’s Next
- Multiplayer sync via agent hooks
- A player-authored spec editor
- An open modding toolkit for infinite cyberpunk adventures
Kiro didn’t just accelerate development — it changed how I think about building games.
Specs are now my source of truth. AI is my co-creator. And iteration is instant.
Let’s build smarter worlds — one YAML file at a time.
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