Of course, even for those people, I doubt AI is, in itself, a turn off. You can use AI, even considerably, while still adding important creative elements to the process. Obviously something completely vibecoded and spit out in a cycle wouldn't qualify, but you can still do serious development on top of code that is being primarily written by AI.
Diversions are one of the most discouraged things ing game development. The most common advice to a starting developer is "Limit your scope" I think that advice might need some recalibration. If a developer has a neat idea for a thing, they might now be able to explore it and integrate it into a game over a few days instead of pausing the core game for several months so they develop an idea while their money runs out.
Since compilers were invented, 99% of "programmers" didn't need to write assembler anymore.
Since agentic harnesses were invented, 99% of "coders" won't need to write code anymore.
The current revolution of AI is not about writing code. It's about (re-)designing workflows so that they're reproducible and testable.
Shitty workflows always led to shitty outcomes, they're just way easier to spot now.
Not true and
> The current revolution of AI is not about writing code. It's about (re-)designing workflows so that they're reproducible and testable.
Not true, it's all about "accellerating"(towards what and why who god knows) the code generation.
The hardness/loop thins it's just yet another pattern invention to justify agentic coding. Btw many of us still hand code, not just reading it, for assuring and be actually accountable for what we release. And i believe so many still hand code it's they won't tell for convenience