I haven't written a single line of code in months.
And yet, I was able to start building 4 large-scale games.
7 years in game dev. Here's what's actually different now.
The projects, all side projects, all built with AI over the past few months:
→ Open world RPG prototype (GDScript/Godot) → Space sim in Godot-Rust (Rimworld × Starsector) → FPS in C SDL3
→ Life-sim engine in C SDL3, think Sims 2/3 but ultra-scalable with planned LLM integration
Here is what the leading models handled without issues:
- Custom render pipelines on top of SDL
- Shaders for everything I could describe or give references for
- Procedural world and model generation (everything you see in the screenshots is procedural, no external assets)
- Complex, interlocked gameplay systems
Years of programming work condensed into weeks.
The engine doesn't matter anymore. Godot and GDScript, Rust and Bevy, C and SDL/Raylib, Javascript and ThreeJS. Pick whatever fits. The models handle it.
What actually matters is domain knowledge. 7 YOE meant I knew what to ask for, how to structure things, which patterns to reach for. That's the real multiplier.
There are things these models still can't do well. I'll break down each project with the specific challenges and what I'm planning in future posts.
But one thing is clear: the floor has shifted.
If you can clearly describe your dream game, you can almost certainly start building it today.
Fire up Claude or Codex and give it a shot.
Any questions? Feel free to ask.