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As a gamedev, there's nothing I hate more than AI concept art. It's always soulless. The best thing about games is there's no limit to human imagination, and you can make whatever you want. But when we leave the imagination stage to a computer then leave the final brushing up to humans, we're getting the order completely backwards. It's bonkers and just disgusting to me.

That said, game engine documentation is often pretty hard to navigate. Most of the best information is some YouTube video recorded by some savant 15 year old with a busted microphone. And you need to skim through 30 minutes of video until you find what you need. The biggest problem is not knowing what you don't know, so it's hard to know where to begin. There are a lot of things you may think you need to spend 2 days implementing, but the engine may have a single function and a couple built in settings to do it.

Where LLMs shine is that I can ask a dumb question about this stuff, and can be pointed in the right direction pretty quickly. The implementation it spits out is often awful (if not unusable), but I can ask a question and it'll name drop the specific function and setting names that'll save me a lot of work. And from there, I know what to look up and it's a clear path from there.

And gamedev is a very strong case of not needing a correct solution. You just need things to feel right for most cases. Games that are rough around the edges have character. So LLM assistance for implementation (not art) can be handy.



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