CEO Robby Yung on how AI reboots The Sandbox

After some difficult years, The Sandbox is growing in confidence in 2026 as it reorganizes its vision around AI in the shape of its new AI-centric Sandbox Studio tools.

Speaking on the Blockchain Gaming World podcast, CEO Robby Yung says the company has spent almost three years developing Sandbox Studio. Following a series of controlled game jams, a public launch is provisionally planned for October,

Significantly, the aim is not to help inexperienced users generate simple games from prompts. Instead, Sandbox Studio is being designed primarily for developers already familiar with engines such as Unity and Unreal.

This represents a change from The Sandbox’s original Game Maker. Although these no-code tools made development accessible, their simplicity also limited what professional studios could create.

“If you were an actual game developer, then those tools actually acted as a constraint,” Yung explains.

Sandbox Studio attempts to remove those constraints while automating repetitive work such as debugging, testing, content updates and porting. Developers should then have more time to focus on game design, storytelling and other creative decisions.

Yung expects this shift to support much smaller development teams. Citing a conversation with Fenris Creations CEO Hilmar Veigar Pétursson, he suggests that even serious game studios may soon have no reason to employ more than 30 people. Similarly, one or two-person teams will use AI to produce games that previously required much larger organizations.

However, these games will not be restricted to The Sandbox itself. The current plan is to enpower creators to export projects to multiple platforms, including the web, Telegram, mobile app stores and Steam.

This is a significant departure from The Sandbox’s original vision of creators building games primarily for its own virtual world. Yung argues that restricting distribution would make little sense when The Sandbox does not currently have a large enough audience to support most professional developers.

“Nobody is going to make a living in The Sandbox today,” he says.

Instead, the company wants developers to create a game once and adapt it for several platforms using AI. A niche game might only attract 5,000 players on each individual platform, but could become commercially viable by accumulating those audiences across several distribution channels.

The Sandbox will remain a publishing destination, with its recognizable voxel aesthetic. Games published elsewhere will not necessarily use that visual style. Yung compares The Sandbox to a city within a larger metaverse: the ambition is to become one of its largest destinations without claiming to contain everything.

LAND NFTs will remain part of this strategy. Owners will receive advantages through discovery, placement and monetization when publishing content inside The Sandbox, although the precise benefits are still being developed.

The company initially gave around 30 established community creators access to Sandbox Studio through an alpha game jam. Its beta program is now expanding that group ahead of the planned public release.

But for Yung, the overall objective is not autonomous game generation. It is to put more capable tools into the hands of experienced developers who know how to make great games.

“The goal here is not to automate game creation,” he says. “Because that’s how you get AI slop.”

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