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Joined 3 years ago
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Cake day: June 12th, 2023

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  • Nah, I didn’t imply anything of the sort. First up, I was never talking about “people who say they hate AI”, but game developers. Second, I never said or implied that they would be “embarassed”. They don’t disclose it because there’s no benefit to disclosing it, as should be very apparent here.

    Let me spell it out as clear as possible: The vast majority of commercial game developers use AI in some ways. Most don’t vibecode, but using it for the kinds of things that House House did is ubiquitous. Modern development tools like Visual Studio use it in ways where you might not even realise that an LLM is behind it.

    You don’t have to take my word for it: Look at the sites that were essential resources to get help with bugs before LLMs were around, like StackOverflow. Its usage has declined by over 99% since 2020. Unless you know of another place where people now ask all their development questions, I think we can both take a pretty educated guess of where they went.


  • I think the example cases they’ve provided are pretty good example of where an LLM can actually be useful. For example, if you need to find and fix a bug in third-party code, it can be an absolute pain, as just getting a basic understanding of an unknown codebase by yourself could take days or weeks. An LLM can analyze the code in seconds and if not fix the bug, at the very least point out locations where to look for it. It’s not necessarily about telling the LLM to overcome the technical challenge by itself, but it can definitely assist in it.



  • No, I’m saying things I know to be true, because developing 3D multiuser apps in game engines is a large part of my job (and has been since well before AI). I have spent thousands of hours using Unity Netcode, Photon, Mirror and Unreal Networking.

    You can throw a couple GameObjects into a scene and synchronize them pretty quickly, but that does not a multiplayer game make. Every single script you write will be more complex when you need to keep multiplayer in mind and testing anything you’ve written becomes much more involved. This is especially true for a large Open World like Big Walk’s.



  • Developers House House told Aftermath via email that “LLMs were used sparingly by House House to help work through difficult technical challenges and bugs”, and that they “estimate that well under 0.1% of Big Walk’s code had anything to do with this usage”.

    Meh, if that were enough to exclude a game from GotY awards, you’d end up with a very short list of mostly unknown games, half of which probably did use LLMs for those sorts of tasks and are just lying about it.

    And honestly, if AI-debugging can replace having to spend days of horrible crunchtime fixing those bugs, I’m all for it! That’s what AI should do, making people’s lives easier and not replacing their creativity.