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Michael G. Inso
Michael G. Inso

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🧠 From Specs to Sentience: How Kiro IDE Helped Me Build a Reactive AI Dungeon in Days

🛠️ 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
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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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