Cybordz is my game. I wrote the base story by hand, I design it, and I decide what gets built and what comes next.
I animate the characters in Cascadeur, build many of the environment models by hand in Blender,
and do the sound design in FMOD. Every change to the code gets my review before it goes in,
and every AI-assisted asset is something I iterated on and reviewed before it shipped.
AI should be an accelerator, not a decision maker.
For Cybordz, I manage several AI agents working at the same time. At the time of writing, I have
four computers that run multiple agents each to develop new features and refine artwork.
I review the code and hold it to the same standard I would apply to colleagues.
I iterate on designs, make corrections, develop the story and decide what to do next.
Most of my time is spent reviewing and analyzing results to make sure tasks are being done properly.
If my game is bad, it will 100% be my fault, my bad decisions, my bad game design, not my use of AI.
A bit about me: I’m a software engineer with 15+ years of professional experience. If you include my time nerding
out in high school, I’ve been writing code for over 25 years.
I also have a Master’s degree in Computer Science from UCLA.
In just the last couple of years, software engineering has been completely transformed by AI.
It has been a rapid and, honestly, disorienting change, and there’s a lot that I haven’t enjoyed about it.
In other fields like art and animation, AI is behind but rapidly catching up.
I understand and sympathize with concerns over jobs being replaced with AI, and I’m sensitive to
how that relates to the development of Cybordz. I don’t expect everyone to agree with me, but I try to have a thoughtful position on the issue.
For better or for worse, I think AI is here to stay.
My hope is that these tools can empower individual artists, engineers and creatives of all kinds to produce
truly unique and deeply human games.
AI tools allow small teams to build much bigger games than they otherwise could.
I believe that gives indie developers a chance to make ambitious titles that would have
previously required a significant budget from publishers or investors, and allow them to stay independent
while pursuing interesting and, perhaps, risky artistic directions.
AI will undoubtedly mean more low-effort games on the market, which will be annoying, but the same
can be said for game engines like Unity and Godot and tools like Blender.
Without publicly available game engines and 3D modeling software,
it’s unlikely many of the indie games of the last 10-15 years would have ever been made.
There are downsides to AI to be sure, but I believe it will also mean more
unique games that are full and rich expressions of their (human) creators’ visions.
That’s what I’m trying to make.
I’m not opposed to using AI anywhere in development.
The bar is quality.
I want to use every tool available to make the best game I can, and I’ll continue to experiment.
If my use of AI is a dealbreaker for you, I understand and respect that.
Either way, I hope you give Cybordz a chance when it’s done.