Also, thank you for sharing your experience. I recently joined that subreddit just to see what people are creating and I too have been unimpressed.
I think there is a model in a lot of people's minds that AI coding is exclusively handing off the thought processes and ideation processes to the agent, which seems to foreclose on the possibility that it offers the least friction of any other available method to translate the users thoughts into useful artifacts, some of which are the working software that is the primary goal of development. The model says something like "I don't know what it needs to consist of, but make me this thing I'll know when I see.". But there are also plenty of people who have spent the time learning these skills before AI came along, and remain capable of performing those feats without the ai, but realize they are even more capable to do those same things with AI, in volumes that would have been previously prohibitively tedious. And now that they have the tedium wrangled, they are freed from all of these arguments that start: we can't do that because it would take forever.
I'm strongly skeptical of this argument, as there's only a few things you can not build a rough version and get something to ideate upon. Even with 3d games you can do design with blocks and buy models to have something to pinpoint the design.
I can give you a concrete example: this week at work, it occurred to me that the 16 channels of expected and measured binary on or off test data I need to collect could benefit from a visualization because matching expectations will have visual properties that failures will not. So I had my AI agent create a script that encodes 16 channels of expected and measured binary wave forms over time, as a 32 channel 1Hz sampling frequency wav file, which I can view with audacity, which also has the necessary controls to measure time between transitions in the waveformms.
From hindsight, one could argue that since all of that solution consisted of rudiments of perfectly normal software that didnt need AI to be written or integrated, it was equally possible to create without AI. But knowing that could do it with the greatest of ease, for the total price of naming it, converted this from a project that required the motivation to figure out all of the necessary steps to one that just needed a good description.
Another things I noticed with AI assisted programming is the one track thinking. Someone has an idea, generate a working sample and then it becomes like a sunk-cost fallacy where they don't envision any other implementation choice or design. It's about adding more feature without taking a step back and assessing the overall goal of the project and if that feature is really needed.
Antoine de Saint-Exupéry has said it best:
“Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away.”
This kind of cohesiveness is often missed in projects that are AI assisted because there's no refinement step. The product and the efforts are not tempered by real world usage.I have a side project which is an experiment to build an interesting quick UI for local AI. As part of it I want a very very specific, interesting look involving shaders, animations, and so on.
I was trying to just get a prototype in place by prompting and it was going nowhere, just constant yo-yo'ing and never really getting what I wanted. This also was quite de-motivating and I found myself "yelling" at the model.
So I told Codex:
- Make this API first-class in our framework, with easy parameters (it had been sort of a hacked low-level thing)
- Add hot reloading to our system so I can edit it without any state loss or refresh
- Give me more knobs (X, Y, Z) so I can tune everything here as I need
- Add a HUD that lets me also drag sliders to tweak the same things
And I got my desired look within a few seconds.
The principles of good design and products have always been this btw, you need your feedback loop to be as tight as possible. Good design has always come from the ability to iterate incredibly fast, your brush needs to move precisely with your hands, and can't have delay from the time you put it down to the time the stroke shows up.
I’m not sure this can be assumed. Discovery was already one of the biggest hurdles when releases were bottlenecked by human output. Increasing output 10x is only going to make it worse.
Same as with Google, where they’ve lost the SEO war against AI spammers and valuable content has become close to impossible to find.
That has been true even without AI.
Solutions to create games with barely any programming knowledge have existed for a long time. You can create a full featured Unreal Engine game with just using its visual scripting language.
Lots of amazing games have absolute dogshit code. It doesn't matter. You can write super simple, procedural code without any fancy abstraction and just get the job done.
Programming is the easiest part of game dev.
Plus you don't have to be a solo dev. Sure, just being a game designer might be hard but if you bring artistic skills to the table as well then you are golden and can partner up or outsource the programming if needed. Honestly people with an artistic background often do much better than people from a software engineering background who are used to overcomplicate things.
So no, programming was never the hurdle and AI doesn't help here. It just helps people to produce more slop faster.
These communites established a generation of modern animators and game developers. Maybe we'll see the same from the youth of today who use these tools and create communities around it.
There's a lot to getting it right, and like all software, you have to built it for your target market. There's no easy AI solution to getting a fun and engaging core loop. Nor is there one for building the right level of complexity and balancing the learning curve.
I think a lot of people who can't/don't code see themselves as game designers and had thought that AI would let them make games, and are now finding it wasn't really about the code after all. That, and if you can't code, vibe coding alone isn't really good enough for much beyond flash-level games (yet).
I've done a lot of programming on various sub sections of the disciple and it still remains to me the hardest one to crack for AI.
It's undoubtedly am incredible tool for accelerating output but I think it's going to be the hardest for ai to commoditize as a whole.
We have had any number of quite competently programmed absolute flops.
I give it an rough idea, or none and have it make a game.
See if there something here you enjoy to convince you I do think AI can slowly as they improve make more variety of lightweight 15 minute games.
It is always the creative world building part.
The main criticism of the Harry Potter books are not spelling or sentence structure, it is the plot holes and contradictions in the world build.
The same holds for software.
Getting cutesie stylized 3D models is something that’s trivial with an RTX 5090, a ChatGPT pro subscription (unlimited image generation), you run Trellis2 plus a few other open source things in a pipeline that your agents can queue and it’s astonishing how much cool stuff comes out the other side. But the graphics don’t make the game fun at all, they’re just set dressing for the fun.
There’s been a lot of learning going from 0. “Okay, 3D model of a character. Oh, this model is useless since it isn’t in a T Pose I can’t rig it. What’s a rig? Okay, there’s a rigging ML model. Download that. Okay, how do I animate it? Oh, cool there’s a model for that. Oh wait my model has holes in it, that looks weird. Okay there’s an ultra shapes library that helps improve geometry. Whoops, that strips all the textures and shaders. Okay, trellis2 has a mode that takes an existing model and retextures it. Okay wow these look good, the characters are walking around! This goblin is break dancing! Okay uhh, what do you actually do in this game?”
Like it feels like that trap you can get stuck in when one part of something is trivially easy, so I have like 500 random 3D assets that are honestly pretty good looking for a game where the core gameplay loop is not developed at all because I have no idea what would make it feel fun. Because I can prompt and say “oh wouldn’t a Christmas village be cool?” And I wake up the next morning with 50 3D models of Christmas village stuff and characters and I say “wow, neat!” (It takes maybe 8 minutes end to end for the pipeline to generate one 3D model, so I just run it overnight). But then I have to manually place them in the world (if you let the AI do it in unreal engine 5 it places them via coordinates which become impossible to move inside the unreal editor).
The fun part is “wow, this is something I’m making with my kids, and it’s unique to us”. That’s what keeps me at it. I’ve never seen my kid so engrossed and excited to help me with something, she’s the one coming up with ideas and saying “what if we did this and that?” and then seeing those things become real is really neat. The bottleneck is there’s a dozen agents that can work on different parts of the game but it’s a chaotic mess.
Still, I’d imagine this is how people learn is by making something that’s a piece of junk then making something that’s better. I don’t plan on releasing my pieces of junk unless I feel like they’re actually fun.
But those games have already been designed a specific way, based on the developer's ideas and imagination and vision.
If you're the sort of person who always thinks along the lines of "I wish there was a way to upgrade spells" or "it would be great if you could open this door and see what is behind it" or "I hate the way orcs and goblins are friends, they should actually fight each other"
That has always been the issue with games: they capture the imagination... and then stop there. There's no way to expand them the way you want (except for submitting requests/wishes to the devs and hope they listen and add it in a short enough time period) and customization options are always very limited.
AI, on the other hand, empowers everyone to bring their own ideas to life. Sure, those ideas may not be great, or the execution may not be great, but at the end of the day it's a way to express one's imagination that would otherwise take years to do.