# MAGIC: Transition-Aware Generation of Navigable Multi-Scene Game Worlds with Large Language Models

arXiv: https://arxiv.org/abs/2607.11594 · HTML: https://mlsanity.com/paper/2607.11594/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 21 of its 34 references that are in the map.
- First posted on arXiv 13 Jul 2026.

## Builds on (most cited first, 21 of 21)

- [Learning Transferable Visual Models From Natural Language Supervision](https://mlsanity.com/paper/2103.00020/) (2021)
- [Language Models are Few-Shot Learners](https://mlsanity.com/paper/2005.14165/) (2020)
- [High-Resolution Image Synthesis with Latent Diffusion Models](https://mlsanity.com/paper/2112.10752/) (2021)
- [Chain-of-Thought Prompting Elicits Reasoning in Large Language Models](https://mlsanity.com/paper/2201.11903/) (2022)
- [Genie: Generative Interactive Environments](https://mlsanity.com/paper/2402.15391/) (2024)
- [Socratic Models: Composing Zero-Shot Multimodal Reasoning with Language](https://mlsanity.com/paper/2204.00598/) (2022)
- [Holodeck: Language Guided Generation of 3D Embodied AI Environments](https://mlsanity.com/paper/2312.09067/) (2023)
- [WonderWorld: Interactive 3D Scene Generation from a Single Image](https://mlsanity.com/paper/2406.09394/) (2024)
- [Level Generation Through Large Language Models](https://mlsanity.com/paper/2302.05817/) (2023)
- [Guided Co-Modulated GAN for 360deg Field of View Extrapolation](https://mlsanity.com/paper/2204.07286/) (2022)
- [WonderTurbo: Generating Interactive 3D World in 0.72 Seconds](https://mlsanity.com/paper/2504.02261/) (2025)
- [Game Generation via Large Language Models](https://mlsanity.com/paper/2404.08706/) (2024)
- [Procedural Content Generation in Games: A Survey with Insights on Emerging LLM Integration](https://mlsanity.com/paper/2410.15644/) (2024)
- [OpenGame: Open Agentic Coding for Games](https://mlsanity.com/paper/2604.18394/) (2026)
- [Unbounded: A Generative Infinite Game of Character Life Simulation](https://mlsanity.com/paper/2410.18975/) (2024)
- [CasaGPT: Cuboid Arrangement and Scene Assembly for Interior Design](https://mlsanity.com/paper/2504.19478/) (2025)
- [Game Development as Human-LLM Interaction](https://mlsanity.com/paper/2408.09386/) (2024)
- [3D Software Synthesis Driven by Constraint-Expressive Intermediate Representation](https://mlsanity.com/paper/2507.18625/) (2025)
- [90% Faster, 100% Code-Free: MLLM-Driven Zero-Code 3D Game Development](https://mlsanity.com/paper/2509.26161/) (2025)
- [MMIS: Multimodal Dataset for Interior Scene Visual Generation and Recognition](https://mlsanity.com/paper/2407.05980/) (2024)
- [Narrative-to-Scene Generation: An LLM-Driven Pipeline for 2D Game Environments](https://mlsanity.com/paper/2509.04481/) (2025)

## Built on by (most cited first, 1 of 1)

- [Agentic Visual Generation: From Generative Models to Agentic Control](https://mlsanity.com/paper/2609.06758/) (2026)

## Abstract (arXiv)

Multi-scene navigation (clearing an objective in one bounded space and then crossing a portal into the next) is a defining feature of contemporary 3D games, but authoring it is laborious: every portal must have consistent endpoints on both sides, each interior must remain navigable once it is furnished, and the resulting connectivity must be kept consistent across many files. Recent large language model (LLM) and multimodal LLM (MLLM) scene generators have made single-interior synthesis dramatically cheaper, yet they produce one scene at a time and cannot, by naive repetition, yield a connected multi-scene world. We identify three obstacles that single-scene methods leave unsolved: cross-scene consistency, in-scene navigability, and the evaluation of whether a transition actually works. We present MAGIC, a prompt-to-project system that addresses all three. MAGIC is a four-stage pipeline that turns a single natural-language prompt into a runnable multi-scene game project: it plans a shared transition-aware intermediate representation, specifies each scene while enforcing portal reachability with a flood-fill validator, generates the scenes together with their transition scripts, and combines them into one project. Because existing single-scene fidelity metrics never execute a transition, we further introduce a transition-focused evaluation agent that runs each transition in play. On a new benchmark of 100 multi-scene cases, MAGIC produces an executable project for every case and reaches 0.99 precision, 0.95 recall, and 0.96 F1 on end-to-end transition identification; stage by stage, it recovers more ground-truth portals and yields markedly more navigable layouts than an LLM baseline and Holodeck. Our code is available at https://github.com/sereneee1201/MAGIC/.
