Throwaway account, for reasons that will become obvious. Iām a gaming YouTuber with a handful of big channels, and Iād rather this post never gets tied to the game Iām making. One note before anyone asks: I spoke this out loud and had Opus 5.5 tidy it up. The words and the story are mine. It just helped them sit nicer on the page.
Iāve been a gamer my whole life, and Iāve always wanted to make one. But I have ADHD, and for most of my life the longest thing I could commit to was a single game of League. Ideas came easily. Finishing them never did.
Over the last six months AI has worked its way into almost everything I do - YouTube, other businesses I have, side projects, personal stuff. Then the recent leap, Astra and especially Opus 5.5, opened a door I didnāt know was there. For the first time, the things in my head come to life in front of me, faster than my attention can wander off.
This isnāt my first attempt, either. When Fable came out, I sat down and tried to make a game, and gave it about two days. It surprised me how well it handled the mechanics. Iād ask for something and it would just work. But one thing was obvious: it couldnāt model anything that looked genuinely appealing. Thatās whatās changed.
The speed isnāt even the part that gets me most. What gets me is how much it multiplies a vision. Of all the ways Iāve worked with AI, nothing has felt as right as game dev, and I think thatās because I believe in keeping a human in the loop. Not out of it. In it. At least until we can trust AIās judgement a lot more than we can today.
How my days work now
I have four machines: three old gaming PCs and an apple device, running a mix of local models and talking to each other over the network through a shared drive. For most of the grunt work I use the frontier models, Opus 5.5 and Sol 6.1.
Every morning starts with a playtest, somewhere between 30 and 60 minutes. While I play, I log tickets just by taking screenshots and letting an agent work out what Iām pointing at. Sometimes I add a sentence of context, sometimes a paragraph, depending on what the problem needs.
When I finish the playtest, the tickets sort themselves. Bugs, improvements, new features, new art - each one goes down its own pipeline and passes through agents with different specialities along the way.
Art is where I hold on tightest. When a new asset comes into the game, I steer its direction precisely. I donāt draw it, but I describe exactly how it should look and feel. The first time I actually see it after the mock up process is when it's in the actual game. From there, my only job is to look at it and say āthat needs another pass, itās drifted from the original concept.ā or say nothing at all.
Overnight, the machines build. Right before I wake up, a fresh build is waiting with full patch notes, and every ticket from the day before is done. Not most of them. All of them. This morningās patch notes listed 173 changes, the package was ready 40 minutes before it was even due.
Why the human still matters
An AI canāt tell you whatās fun. It canāt tell you what feels good in your hands. Only you know that, which is why you have to stay in the process. The morning playtest is where that happens. I find whatās broken, I say what's missing, and the next morning itās there.
I donāt need to know how any of it works. I just need to know exactly what I want, and be able to say it.
And to be straight about my role: Iām the ideas guy. I come up with the ideas, refine them, set the style for the art, and decide what feels right. I donāt write code and I donāt draw. Iām a competitive gamer with some YouTube channels, and thatās about it.
Where itās at
Iāve only been ādevelopingā for six days. The actual idea for this game came to me back when Fable came out, but I abandoned that build and started fresh. Iāve shown screenshots to a few friend groups, and they flat-out donāt believe me that it's AI created models and world - they thought it was done with image gen. It wasn't until I sent through video of me playing the game that they were convinced, and even then - they tried looking for the asset packs. Genuinely, the game looks and plays like a AAA. At this pace I expect it to be finished before Christmas (but I know what they say about the last 10%).
I wonāt be sharing it here, and Iāll be honest about why: I donāt want a trail leading from the game back to this post. So youāll probably see it one day, and youāll never know it was this one. That partās a little bittersweet.
Iām sure some of you wonāt believe a word of this, and thatās fine. I mostly just wanted to say how excited I am. I really believe this is the future of game development, and it saddens me how many people insist everything has to be made by hand. We have tractors, and some people still expect every kernel of corn to be gathered lovingly by hand. Thatās just not how itās going to go.
Happy to answer questions about my workflow or strategy, won't post anything that could lead back to the game itself or myself as a creator.
- I'm Building in unreal.
- Assets done in blender via script (no mcp).
- Have 2x Claude Max 20x accounts, 1x OpenAI Pro 20x account
- Workflow is managed through a kanban board (for human facing data) where each card is linked to a job
- Currently have 4 different pipelines - Bugs, System, Feature, Asset.
- Entire workflow is managed by a single project lead agent, who has a team of experts under him:
- producer; makes sure tickets run end to end, constantly, and raises blockers with the project lead
- game designer; understands the gameplay loops and makes sure theyāre implemented correctly
- head of PR; social media campaign, Steam, and general go-to-market strategy
- narrative lead; scripting and the scientific grounding of the lore
- art lead; manages the 2D and 3D art assets
- playtest lead; knows exactly where the game is up to (latest patch, latest changes) and logs things on the Kanban directly from my playtests
- it support; handles any technical issues in the wider system
TL;DR: Six days ago I started building a game in Unreal, and AI agents do all the code and art while I steer the vision. I playtest every morning, log tickets with screenshots, and wake up to a new build with every ticket done. My friends didn't believe the models were AI-made until I sent gameplay video. I won't share the game, but I genuinely think this is the future of game dev.