Alaya Lab logo ALAYALAB AnyGameRenderer

AnyGameRenderer

Entity-Consistent Generative Rendering Across Games and an Entity-Level Benchmark

38agent-made games in training
14.8 hpaired video · 10,330 clips
+12 ptsentity temporal match vs zero-shot
−39%missed in-game count changes

Agents and vibe-coding tools can already build a playable game — the layout, logic, motion and camera of every scene. AnyGameRenderer turns that crude recording into the finished game, and one checkpoint covers all three axes of diversity: many game genres — shooters, racers, sports, fantasy and more; many input forms — blockouts, colored primitives, wireframes, semantic maps, coarse mockups; and many output styles — from Ghibli and LEGO to cyberpunk and watercolor — with every entity’s position, timing and count locked to the input.

01

Diverse game genres

One model renders shooters, racers, sports and fantasy alike. Drag the seam: left of the line is the crude input the model sees, right is what it returns.

WW1 shooterfirst person
Open-city drivingthird person
Kart racingchase cam
Soccer broadcasttv cam
Spinning-top battlearena
Survivors-liketop down
Vehicle combatmud arena
Dark fantasytop down
Fantasy ball sportarena
02

Different input forms

The input does not have to be one fixed format. Wireframes, clay mockups, 2D semantic maps, bare primitives, engine whiteboxes — the model reads them all.

Wireframe boxesinput form
Coarse 3D mockupinput form
2D semantic mapinput form
Primitive ellipsoidsinput form
Engine whiteboxinput form
03

One input, many output styles

The same crude clip can be rendered into whatever world you ask for — whether it arrives as a blockout or a semantic map. One input, its rendered styles beside it, all playing together. Click through the samples.

04

Training data

Paired (crude → styled) clips from three sources, frame-aligned by construction.

3,221 clipsGEAR games

38 games built end-to-end by our AI game-creation tool, each exported with five aligned render passes, from blockout to final.

3,910 clipsUnreal Engine

Same simulation rendered twice — blockout and full — with scenarios scripted against zero-shot failure cases.

3,199 clipsReal recordings

Real gameplay with detected 3D boxes re-rendered as crude proxy shapes; the original recording is the target.

TOTAL 10,330 paired clips · 124 frames @ 24 fps, 1344×768 · ≈ 14.8 hours of paired video

05

Does it stay faithful?

Frame-level metrics cannot tell whether each entity is rendered correctly, so we score entity correspondence directly: 59 held-out cases, 753 entities annotated with ground-truth boxes, same seed / steps / captions as the zero-shot base. The GT floor runs the real target footage through the same measurement pipeline.

MetricZero-shotOursGT floor
Temporal match ↑50.9%62.9%80.9%
Position match ↑57.1%61.9%79.3%
Unrendered input blocks ↓4.1%2.9%0.1%
Hallucinated entities ↓52.1%46.0%34.1%
Missed count changes ↓34.7%21.3%0.0%

A single checkpoint improves temporal match in every genre of the benchmark — first-person shooter, top-down, third-person, crowd and vehicle games — while styles stay fully promptable. Full protocol, per-source splits and qualitative comparisons are in the technical report.