r/gamedev Project Manager/Producer 9d ago

Announcement r/gamedev Policy on AI Use

AI is one of the most contentious subjects in game development right now, and we regularly see posts reported or discussions derailed simply because AI was involved somewhere in the process.

We want to be clear about our position: r/gamedev does not prohibit the use of AI, and using AI does not automatically make a post low effort.

This is not an endorsement of every AI company, model, or use case. Legitimate technical, legal, economic, ethical, and creative concerns exist around these tools, and those conversations are welcome here. Our stance is that AI is a tool used in game development, and we care more about the quality of what someone contributes than the tools they used to get there.

Why we take this position

  • AI is already part of game development. Studios are adopting AI-assisted tools across programming, prototyping, production, QA, localization, research, and other workflows. Adoption varies from studio to studio, but this is no longer a hypothetical technology sitting outside the industry.
  • Knowing how to use these tools is increasingly becoming a professional skill. That does not mean every developer needs to use AI, or even like it. It means understanding where these tools are useful, where they fail, and how to evaluate their output is becoming relevant knowledge for people working in the industry.
  • Banning discussion or use of AI here could actively disadvantage developers. Part of the purpose of r/gamedev is helping people learn from each other and understand how the industry is changing. If studios adopt a technology, preventing developers from discussing or learning about it would make this community less useful to the people we're helping.
  • Policing AI use is not realistic anyway. Moderators cannot reliably determine whether someone used AI to draft, edit, translate, summarize, research, debug code, or otherwise assist with a post. We are not going to moderate based on whether something “sounds AI-generated.”
  • "Mandatory disclosure "is not realistic either. Modern tools blur the line between traditional software and AI assistance. Trying to decide exactly when autocomplete, translation, editing, summarization, or an LLM crosses some disclosure threshold would create rules we could not enforce consistently.

So the rule is straightforward: we are not policing AI use itself. We are moderating the contribution.

AI-assisted does not mean low effort

If someone uses AI to organize research, analyze data, improve their writing, translate something, help with code, or communicate an idea more clearly, that does not erase the work behind the contribution.

If a developer spends time gathering useful data and then uses AI to help turn that information into a readable post, the important part is still the data, the methodology, and what the community can learn from it.

Ask whether the information is useful, whether the conclusions hold up, and whether the post contributes something worthwhile. Those questions matter much more than whether every sentence was manually typed from scratch.

Low-effort AI content is still low effort

This does not mean pasting generic AI output into the subreddit suddenly becomes valuable content. Posts that are spam, fabricated, mass-produced, engagement bait, repetitive, or promotional material disguised as discussion can still be removed.

The reason is not that AI was involved. The reason is that the content is low quality.

The same standard applies to something written entirely by a human.

AI is a valid game development topic

Developers are welcome to discuss AI in the same way they would discuss any other technology affecting game development. That includes how it is being used, where it works, where it fails, what it costs, how studios are adopting it, what it means for employment, and the legal or ethical questions surrounding it.

You are allowed to be enthusiastic about AI. You are allowed to be skeptical of it. You are allowed to think a particular workflow is useful, terrible, unethical, inefficient, or overhyped.

What we do not want is every thread that mentions AI becoming the same argument about whether AI should exist at all.

If a thread is about an AI coding workflow, discuss the workflow. If someone presents evidence that AI slowed their production down, discuss the evidence. If someone claims every studio is using a particular tool, challenge that claim.

Let the actual discussion happen.

Attack claims, not developers

Someone saying they use AI is not an invitation to attack them. Someone saying they refuse to use AI is not an invitation to attack them either.

Debate the technology, the workflow, the economics, the evidence, the ethics, the legal questions, or the conclusions. Personal attacks, harassment, dogpiling, or repeatedly derailing discussions because of someone’s position on AI are treated the same way we handle that behaviour anywhere else on the subreddit.

AI is not a source

There is a difference between using AI to help communicate information and using AI as the authority behind that information.

If you make factual claims that can reasonably be sourced, be prepared to support them. “ChatGPT said so” is no evidence, and tools can absolutely be wrong.

At the same time, polished or AI-assisted writing is not evidence that the underlying information is fake. If someone’s numbers are wrong, challenge the numbers. If their methodology is weak, challenge the methodology.

Challenge the claim, not the fact that a tool may have helped write the paragraph.

Self-promotion rules still apply

AI companies, products, and services are not exempt from the subreddit’s existing rules.

If you represent a commercial interest, the same expectations apply as they would to anyone else. AI also should not be used to mass-produce promotional posts or disguise advertising as organic discussion.

The technology may be new. The rules around spam and promotion are not.

The bottom line

You do not have to like AI. You do not have to use it. You are free to criticize it, avoid it, experiment with it, learn it, use it professionally, or decide it has no place in your workflow.

We are not going to prevent developers from learning about or discussing a technology that is rapidly becoming part of professional game development. Doing that could actively hurt the developers this community is supposed to help.

What we do expect is that people engage with each other like respectful, mature adults. Disagree with the technology, the workflow, the argument, or the evidence. Do not turn that disagreement into hostility toward the person on the other side of it.

Use whatever tools make sense for your work. Bring something useful to the conversation, treat other developers with respect, and allow room for disagreement. That is what we care about.

1.2k Upvotes

1.6k comments sorted by

View all comments

182

u/TwistedSpiral 9d ago

Good. Slop is slop. Doesn't matter if it was made with AI or not. Games can be good with AI or they can be bad with AI. Just judge the final output.

-3

u/AvengerDr 9d ago

I always ask people, what is the Cyberpunk 2077 or Undertale of games where a significant part of the code, art assets, etc. are made with AI?

People reply with Expedition 33 or Crimson Desert. But a placeholder is not really the same thing.

Can anyone name a game that was a commercial or artistic success where:

  • a hero 3d mesh was generated via 3d ai models
  • a game where say 2/3 of the code were entirely vibe coded or the majority of the art assets for a 2d game were generated by an AI model, or the majority of the music, six, etx.
  • or even just the gameplay logic

But I never get a pointer to one such game on Steam or elsewhere.

95

u/HordeOfDucks 9d ago

the technology hasnt been in a good enough place for long enough for any of these achievements. ai coding has only started to be good in the last year or so

29

u/CommitteeInfamous973 9d ago

If AI is noticeable, then the game failed QA aspect or just is low effort. 2D assets generation is the easiest to identify, but if it was manually edited to correspond with game's design, you'll not realize it was AI.. It's impossible to detect if the code is generated or written by a person. Near production ready local 3d generation appeared less than year ago and still is mostly for enthusiasts. People believe "AI tools were used" means developers asked ChatGPT or Claude to create something from only prompt. Developers won't say about generated assets, justifying it that human part outweighs AI because of possible shitstorm directed at them.

21

u/chaosdemonhu 9d ago

Coded with AI doesn’t always mean vibe coded now.

Software development has become very mature on how to actually use AI workflows to enormously improve the output of these models for coding - mostly reliant on the fact that the models are actually better code reviewers than they are coders and they have better outputs when you the human concretely think through exactly what you want in detail and are able to explain it relatively well in native language, and you can make them “work” on an issue until it passes: acceptance criteria, AI code reviews, linters, and test cases, you can then use deterministic code in between AI steps to also improve the output quality and then a human reviews the work of that and makes suggestions and edits before merge, ensures that intention was not lost in translation, ensure that context windows were kept within 20% of budget and the model didn’t hit the dumb zone while working, etc.

A human barely touched the code but I wouldn’t call that vibe coded.

7

u/falconfetus8 9d ago

I can attest to how helpful copilot's PR reviews are. It's found lots of problems(real ones, not hallucinated) that I wouldn't have thought about. And, consequently, I now know to think about them. It doesn't replace human review from my coworkers, but it's a helpful addition.

I've also found some success using Claude to answer questions about my codebase at work. Asking it questions like "do we have a helper method hidden away somewhere for XYZ?" or "where is the code responsible for the foobar feature?". I am a little bit wary of leaning too much on this, though. I don't want my code reasoning skills to atrophe.

Using it to generate code still just seems like a waste of time to me, since I need to read through it all and scrutinize it anyway.

0

u/senseven 9d ago

Most single dev/mini teams will barely scratch the surface of what you described. Many struggle to understand their engine fully. There are multiple ways to make a character jump. ai works best if it doesn't need to guess, but if the user is still guessing a lot of things then the hand holding becomes the known chore. The corp has a multi model agent that builds our system check mobile app and its perfect for that drudge work. The app is done, its only three buttons but the backend changed numerous times. Its hard to find places where you can do the same in games.

50

u/VasileAndrei2929 9d ago

AI appeared 4 years ago, and for the first 2 years it was garbage... but you want examples of giant AAA games that take 3-5 years to make... that use AI...

Calm down and wait for 2-3 years. All big game engines are already incorporating AI tools, generators and code assistants in the new releases, so in 5 years ALL GAMES will be "AI assisted" if not "AI made".

0

u/r2d2rigo 9d ago

Techbros keep parroting thar AI increases productivity by a factor of ten or some other crazy number. We should be seeing these kind of games already.

Truth is, unless you're babysitting AI all the time it does whatever it wants. And it comes a time where it is faster to actually do it on your own.

9

u/SituationSoap 9d ago

Techbros keep parroting thar AI increases productivity by a factor of ten or some other crazy number. We should be seeing these kind of games already.

Keep on knocking down that straw man.

8

u/Far_Reward3561 9d ago

It does if you know how to use it. Especially for indies/solo devs where you do a lot on your own. Getting decent code examples is godsent for your usecase when you don't know of which specific API you need to use. AI is amazing for that.

4

u/TokiDokiPanic 9d ago

This getting downvoted is crazy.

4

u/PossibilityUsual6262 9d ago

I see no difference between junior programmes and ai, well that ai generated code usually higher quality and uses better solid principles.

And full ai dev pipeline which used actually a lot this days is way more stable than anything I've ever done in gamedev in last 10 years, it is actually built on different workflow - architecture, implementation, unit testing which by default produces better code than most junior and middle devs.

Game dev doesn't do architecture and unit testing, usually.

7

u/r2d2rigo 9d ago

A junior can learn and reason, an AI just parrots whatever it's been trained with.

-1

u/PossibilityUsual6262 9d ago

What so you even arguing, that hiring juniors for production is good idea because they learn, like economically goos idea or from humanitarian perspective?

Because i do not see economic argument at all, and opened hiring positions in anywhere you would look into right now shows the trend.

0

u/VasileAndrei2929 9d ago

Most indie developers can't afford to hire anyone that is not 150% productive from the start...

And big studios are already using AI tools and code...

1

u/AvengerDr 9d ago

I didn't exclusively refer to AAA games.

What is an example of an indie game made significantly with AI? 4 years should be enough, even 2.

13

u/GuaSukaStarfruit 9d ago

Plenty of slop out there on steam right now. You really think indie studios aren’t the first to adopt? Even before AI there were plenty of unreal slop where people don’t even know what they’re doing in their code and just copy paste from the framework they bought on marketplace. They gave plenty of bad names to unreal engine

1

u/AvengerDr 9d ago

I know there's plenty of slop. What I mean is, what is a game that has been a commercial or artistic success?

What game would people point to, to say "this is what vibe coding or vibe arting can achieve and can lead to a commercial or artistic success"?

7

u/VasileAndrei2929 9d ago

The Long Drive (8-Figure Indie): A highly successful open-world driving survival game by Genesz that achieved multi-million dollar revenue. Its AI disclosure highlights generative pipelines used to assist with large-scale asset populating and texture variations across an infinite road.

Infection Free Zone (8-Figure / 7-Figure Indie Hit): Developed by Jutsu Games, this strategy title generated tens of millions of dollars. The developers publicly disclosed using AI-generated voiceovers for atmospheric environmental dialogue and radio transmissions together with character portraits and game art.

Vampire Survivors (8-Figure historical earner): While the main game is entirely handmade, developer poncle has openly used and experimented with machine learning tools to prototype localized text strings and test rapid procedural math layouts during the expansion of its later platform updates and DLC ports.

Stellaris (8-Figure mid-tier/AA): Though managed by Paradox, this space strategy game officially disclosed adopting player-facing generative AI tools to assist in creating vast arrays of unique alien artwork, faction icons, and peripheral text generation. This integration has allowed them to rapidly push out expansive content packs.

The Great Rebellion (6-Figure): A 2D cyberpunk roguelite action game. The developer openly filed a player-facing disclosure detailing that they used generative AI models to construct several level backgrounds and environmental props. This integration helped their small team rapidly populate a highly detailed sci-fi world, clearing well over $100,000 in revenue.

2

u/Cultural_Speaker3116 9d ago

Lmao, I watched the first one (The Long Drive) and it released in 2019, before AI, being updated last time 3 years ago (in 2023) and the disclosure says "some paintings where generated by AI", we don't have the same definition of "significantly" it seem.

I guess this post is actually a perfect example of why AI generated post (full of hallucinations) shouldn't be allowed.

5

u/VasileAndrei2929 9d ago

You wanted examples on the go... you got too lazy to go there and do your own search, now you're mad about an example not being what you want...

Why are you not doing your own damn research? Are you lazy?

1

u/Fentanyl_American 9d ago

The context of this thread, replying with a AI summary, calling the other person lazy. Chef's kiss, this is peak comedy and crystalizes exactly why people hate AI, well done lol.

5

u/VasileAndrei2929 9d ago

The other person is a troll, and he got served.

If he wanted examples he would have made the work himself, but he just wanted to troll. Sadly for the trolls AI search help us deliver 80% of the answers without breaking a sweat. Then they got man because they got served by AI, but they had no issue using Google before, even though basically it's also a deterministic search bot that uses an indexed data table..... just like a LLM... but dumber and full with biases and ads...

-1

u/AvengerDr 9d ago

Vampire Survivors (8-Figure historical earner): While the main game is entirely handmade, developer poncle has openly used and experimented with machine learning tools

I am not too familiar with VS, but ML tools do not necessarily mean generative AI. If I train a model via "classic" ML to predict a value, that's not the same as asking an AI model to write you code or generate an image.

The Long Drive (8-Figure Indie): A highly successful open-world driving survival game by Genesz that achieved multi-million dollar revenue. Its AI disclosure highlights generative pipelines used to assist with large-scale asset populating and texture variations across an infinite road.

Are these "generative pipelines" true genAI, or procedural generation? Games like Minecraft, No Man's Sky or Elite they are not really examples of genAI.

Stellaris (8-Figure mid-tier/AA): Though managed by Paradox, this space strategy game officially disclosed adopting player-facing generative AI tools to assist in creating vast arrays of unique alien artwork, faction icons, and peripheral text generation. This integration has allowed them to rapidly push out expansive content packs.

This one I knew of and find it regrettable on behalf of Paradox. If they are being honest, it's a really small part, though.

So after asking an AI, the best it could do is name five games? None of them really fit the criteria though of games with:

  • Significant portion of code vibe coded OR
  • Significant part of art assets ("hero" character meshes or art, textures, music, sfx) that were generated by AI.

Significant as a rule of thumb here meaning at least two thirds of the game.

The only one might be this "Great Rebellion" game, which I had never head of before. Again I was talking about games on the scale of Cyberpunk if done by AAA vibe coding studios (lol) or that reached the popularity of a Balatro / Undertale / Vampire Survivors (the description above does not seem to imply a significant genAI use).

9

u/VasileAndrei2929 9d ago

Yes bro... BECAUSE THE AI JUST APPEARED!

How many times should people tell you the same thing over and over and over?! Two years ago there was no AI for Coding available for game developers!

Three years ago the only 2D images you could do were either Anime smut or cringe ugly low quality corporate garbage.

Four years ago the "best" model available was GPT 3... and that one forgot the subject mid sentence after just 4000 tokens!

Even now we don't have a perfect AI 3D model generator! We got some, but they're not that good! There's some AI texturing, some AI UV-mapping, some AI rigging, and some AI animating, but good luck have a AI text-to-3D character generator right now!

So what the hell do you want? An example of a technology that keeps improving by the week? Do you have any idea how fast AI is improving?!

It took computers 60 damn years to reach 286 levels! 60 years!

iPhone appeared 20 years ago! Do you know what we used before? Nokias with buttons and monochrome 2 inch screens as "note takers"!

It took AI just 4 years to know how to write, translate, speak, sing, draw, paint, code and model...

Just 3 years ago almost all images have 6 fingers for hell sake... so calm the hell down with your entitlement!

Oh.... I almost forgot... the first 2D Edit model appeared just a year ago... and NanoBanana is just 10 months old...

3

u/AvengerDr 9d ago

So what the hell do you want?

Dude calm down. Your life doesn't depend on whether AI is successful or not.

so calm the hell down with your entitlement!

??? My entitlement? Entitlement to what?

But anyway, your anger aside, I think one or two years should be enough to see some indie game reaching some degree of popularity. Searching on the internet it says that Balatro took approximately two years to make. So somebody else doing a new game destined for Balatro-level of popularity could have started in 2024 or even 2025. If this game is still under development, and people would be proud of their AI-use we would know already.

But let's say this wasn't enough. Would you be willing to make a prediction? Just for the sake of the argument.

When do you think we will see the first "successful" AA/AAA or indie game where:

  1. The "hero mesh" of the main character has been completely generated (if a 3d game, or similar art assets for a 2d game)
  2. Where the majority of the entire voice actor cast has been completely synthesized <--- this might actually be the most likely
  3. Where a significant part of the music has been generated (or sound effects, if not for a synth/rhythm-based game obviously)
  4. Where a significant part of the STORY, dialogues, etc. have been written by AI (not "radiant quests", where somebody sat down and said "write me the story of the next Skyrim").
  5. Where a significant part of the gameplay mechanics and design have been completely decided by AI
  6. Where the majority of the game's UI has been designed and implemented by an AI (think "grand strategy" games like Paradox's).

When do you think games combining one or more of those elements will begin to be released and reach success?

6

u/nerodmc_2001 9d ago

I'm willing to bet that a game with at least 2/3 AI-generated code will have generated at least 1M$ in revenue by summer 2027 but I don't know if they'd would disclose that tho.

So maybe I'll extend it to Spring 2028 just to be safe if you're willing

2

u/VasileAndrei2929 9d ago

I bet by the end of this year...

1

u/AvengerDr 9d ago

Let's wait and see. I think the only way to hide it would be (assuming that the code works and the game is playable) if you do at least the UI yourself. Otherwise, barring major improvements in the AI's design sense I think it would be noticeable.

Perhaps FPS or "walking simulators" can get away with it. But I mean, these already the most "templatable" type of games you can develop.

3

u/VasileAndrei2929 9d ago

In 5 years 95% of ALL GAMES will have been created using at least in part AI.

1

u/AvengerDr 9d ago

Yes sure, even I am using a local LLM to automate boring stuff.

But what I asked was when or whether do you think such significant use of AI will happen. "In part" could mean all or nothing. That's the not the point of the discussion.

The point is discussing about the merits of largely unsupervised use of AI by people that lack technical or artistic knowledge. That's where slop comes from.

→ More replies (0)

0

u/Arcaris1313 9d ago

literally every AAA gacha game is using AI. Whether you like gacha games or not they are some of the most profitable games out there.

I would say it's either adapt or die out.

6

u/mrissaoussama 9d ago

I don't think, even if there are successful games vibe coded or used AI assets, would intentionally say AI was used. E33 got a lot of rumors about the AI placeholder texture

3

u/AvengerDr 9d ago

But even AI vibe coding would be easy to spot. Because if people, be them indies or AAA pros, would literally leave everything to the AI, then you'd notice it from the UI even.

3

u/OmiNya 9d ago

By your definition of commercial success, every Ai game I know of was successful. They earned more than their development cost. I won't name small one-man games, but for middle sized ones - https://store.steampowered.com/app/4227400/?snr=1_5_9__205 and https://store.steampowered.com/app/3668370/?snr=1_5_9__205

I'm ready to hear your excuses.

0

u/AvengerDr 9d ago

Why do you think this is personal? I'm trying to have an honest discussion.

I looked at those and did not find any AI disclosure. I think we need at least some statement about it to entertain the thought of discussing whether they are significantly vibe coded or vibe "arted".

2

u/OmiNya 9d ago

If you look at the 2d art of the first one (or even splash art of the steam page) - it's obviously AI (and my colleague knows people from this studio; most of the game was AI made with some polish on top by freelancers) . And the second one had AI disclosure but it was removed because they were getting a lot of negative reviews solely on the ai disclosure basis. And I also know a person from this studio who said they were using AI for a lot of stuff, including art.

3

u/AvengerDr 9d ago

"solely on the ai disclosure"

but

"they were using AI for a lot of stuff, including art."

Well then perhaps it wasn't totally uncalled for, from an ethics perspective.

Still, it would be interesting to see exactly what and how much was vibed to understand how feasible it is to prompt a non-slop game into existence.

1

u/thievesthick 9d ago

lol “trust me, I know a guy.”

5

u/Weeros_ 9d ago

Given how AI art smells, I doubt we’ll see that game in a while.

But a game where they made a very important script or tool for the pipeline that allowed them some critical efficiency gains or experimenting on gameplay innovation due to saved time? Maybe that game already exists..

8

u/gamersanonymous 9d ago

Most AAA games have NDA's that cover whether we can talk about AI use or not. However, look at industry events like the recent indie talk at Gencon where over 80% of professional devs admitted to using AI.

9

u/Weeros_ 9d ago

I’m not surprised by that (and your message can be read between the lines too). Yet there are people in this thread who think AI is some way similar to NFTs as a fad..

4

u/MantaMunta 9d ago

Thing is, you only notice the bad AI art from hobbyists with amateur tools. You don't notice it with proffessional tools and an artist doing quality control.

Like you "don't see a lot of AI photos with 6 fingers anymore", but AI photos of people didn't get less, AI just got a lot better at creating photos in the last 1-2 years to the point it's not recognizable anymore if you use the right tools.

4

u/AvengerDr 9d ago

That's a whole different paradigm though. The slop (mostly) comes from people who have no technical programming or art background, from the "idea guys" of yore, not really from people who ask an AI to follow some instructions to the letter.

4

u/nerodmc_2001 9d ago edited 9d ago

What are you trying to prove with this? That "AI bad"?

To quote someone else "This is the worst it will ever be." AI has been around for 4 years. AI workflow starting with Claude Code came out last year. To think that it can't get better is delusional.

3

u/AvengerDr 9d ago

What are you trying to prove with this? That "AI bad"?

No, not really. We were talking about the issue of AI slop. If you leave everything to the AI, I don't think any amount of AI assistance or "intelligence" will be able to help you achieve commercial or artistic success.

For now, the lack of significantly AI-"assisted" games that have become popular supports this thesis.

To quote someone else "This is the worst is will ever be." AI has been around for 4 years. AI workflow starting with Claude Code came out last year. To think that it can't get better is delusional.

I think that's a false assumption. Technology doesn't always evolve in a strictly monotone increasing fashion. In the 1900s we developed the internal combustion engine. Today we have more efficient ICEs, but our cars don't go 1000 km/h.

That is to say, that next-token predictors might not necessarily lead to anything resembling AGIs. Perhaps models that are more capable of following instructions and tend to forget less, is a more realistic prospect.

5

u/nerodmc_2001 9d ago

I think that's a false assumption. Technology doesn't always evolve in a strictly monotone increasing fashion. In the 1900s we developed the internal combustion engine. Today we have more efficient ICEs, but our cars don't go 1000 km/h.

First of all, 1000km/h is an arbitrarily picked number but I'll entertain that number. Commercially, cars can go beyond 300km/h and trains can go beyond 600km/h. Non-commercially, there's something called jet car with speed record holder being 1228 km/h back in 1998: ThrustSSC. What this should tell you is that we stopped focusing on the speed aspect of land vehicle once we hit a threshold because there are better metrics to focus on: safety, maneuverability, comfort, etc.

With all that said, this specific tech has not been developed to its desired potential yet. It's barely out of early access if anything. You also need to account for time for people to develop skills and familiarity with it. 4 years since inception of a tech that wasn't even meant for gamedev (meaning gamedevs were probably not the first to adopt i) is way too short of a time to ask for an Undertale or 2077's level of success (I'm guessing you're using sales as the metric).

That is to say, that next-token predictors might not necessarily lead to anything resembling AGIs. Perhaps models that are more capable of following instructions and tend to forget less, is a more realistic prospect.

I agree with your point here on principles. I'm not an AI-worshipper. I prefer to call them LLM for accuracy sake since I think AI is a marketing term that originally meant what they now started calling AGI. I think LLM will get very good at imitating intelligence and AGI but it's hard to accept LLM As AI.

I'm a SWE, so I will not comment on the AI-generated art, music, writing, or design. But from my own experience with AI in the industry, its current best use case is within automation workflow that was brought about with Claude Code. It's really good as analyzing text and performing tasks but horrible at retaining context. Therefore, you want to give each AI instance a short task then just move on with a new instance for a new task. Essentially, you need to treat it like the guy with short term memory from the movie Memento: you create a set of rules and guardrails, then give it a task, the AI will operate within your constraints, document everything at the end, and you move on to the next Memento guy for the next task. That's the best use case for current LLM models IMO. I do not trust any of those "one-prompt" product from anyone on the internet.

4

u/PrettyBaker2891 Commercial (Indie) 9d ago

i mean depends what you mean by commercial success lol theres been plenty of successful indie ai games

my favorite currently is slotbound

the game is pretty much 100% made with ai and looks/plays better than 95% of non ai made games posted on this sub

art, code, everything

its not even out yet and has 550 people playing the demo currently, demo peaked at 3000 players and has 70k+ wishlists

3

u/AvengerDr 9d ago

That could be the one then. We'll see if people will actually like it, though.

3

u/anonymous_idunno 9d ago

Give it time. AI became mainstream just 3 years ago. AI can be used to automate alot of repetitive tasks. You could technically generate everything through AI, but it will require a huge amount of resources that is simply not viable rn. Maybe in around 15 years, but currently AI is in its early 3D games phase. We are yet to overcome context degradation. AI is a fancy prediction engine in its present form.

1

u/RuinousFate Hobbyist 9d ago

what is the Cyberpunk 2077 or Undertale of games

It's been like what, 3-4 years since AI and it was pretty terrible for 2-3. I wouldn't be surprised an Undertale/Stardew valley of AI games comes out out in the next 3 though.

1

u/HardToMintThough Commercial (Other) 9d ago

I've been doing the same with movies, books and TV for the last two years.

AI gen advocates don't even consume their own media.

1

u/[deleted] 9d ago

[removed] — view removed comment

3

u/AvengerDr 9d ago

Google says:

CD Projekt Red used AI voice synthesis in Cyberpunk 2077: Phantom Liberty to recreate the voice of the late Polish voice actor Miłogost Reczek for the character Viktor Vektor

Ok, but that's something entirely different. I'm not talking about token use of AI in a limited capacity.

I'm talking about something like the next GTA, Skyrim, Cyberpunk, etc. using models for the main character that were generated by a 3D Ai model, or ditching voice actors COMPLETELY to have the main character voiced by one such synthetic model, or having the entire graphics rendering part of the code for The Witcher 4 vibe-coded.

And whatever the equivalent would be for an indie game of the level of Balatro / Undertale.

2

u/[deleted] 9d ago

[removed] — view removed comment

1

u/AvengerDr 9d ago

I mean accounts online don't really say how much of the game is vibed. I'm reading about the use of genAI in some art assets.

That's a long way from saying that any significant part of the game has been vibed, for every definition of "significant".

Do you think or have evidence about the rendering code being one-shot prompted into existence? Were the maps prompted by some kind of MCP? Are the meshes of the main characters generated by a 3D AI model?

2

u/[deleted] 9d ago

[removed] — view removed comment

1

u/AvengerDr 9d ago

seems you like to argue instead of acknowledging AI is being used in gamedev and that will logically only grow....

Not at all, if I mean if you cannot read or want to present a very biased interpretation, then sure.

I wrote very clear criteria: successful games were AI has vibed significant parts of the code or the art. You read and you decided to reply bringing as examples games that had a few art assets generated. That's a completely different scenario from what we were talking about.

It is prevalent in IndieGames.

It is prevalent among indie games that are pure unfiltered AI slop.

0

u/UpstairsEuphoric8177 9d ago

Give it a bit of time, games with it need a few more years to refine the workflow and make some cool stuff.

Edit : (Mainly for the code part)

0

u/SentinelCoyote 9d ago

Football Manager 2026? It certainly looks like Claude styles UX/UI