Last updated September 13th 2026
I'm a solo dev with a full-time job, which means my game-making hours are whatever's left over — evenings, weekends, the early hours. I'm exploring how AI can help me make better use of those hours, and the details below reflect where that experiment currently stands. They'll likely change as I learn more about what works and what doesn't, and I'll update this page when they do.
There's one rule I'm not experimenting with: I make my games with AI, but my games aren't made by AI.
I believe tools should amplify human creativity, never replace it. Nothing I ship is created solely by a machine. I think art made by humans carries intention, and you can feel the difference.
I use AI as a tool, but everything I ship is my responsibility: the good and the broken. If AI contributed to a bug, a bad line of dialog, or anything else that slips through, that's on me.
Where I Use AI
Writing assistance
I use AI as a drafting aid for content inside my games (e.g. dialog, narrative, etc) as well as outside (e.g. marketing copy, web pages, etc). I specifically like to use it for finding alternative words/phrases and polishing content. Every piece of text is refined and finalized by me. This includes this policy itself, which was drafted with AI and edited by me before publishing.
Code
AI helps me write, debug, and refactor code faster. I keep prompts detailed and specific, relying on my 12+ years of experience to make the calls, rather than giving the AI room to improvise. I review everything myself before it ships.
Third-party tools
The engines, plugins, and platforms I use to make and distribute my games are built by other companies and developers, and I don't audit how they use AI internally. Game engines, asset store tools, analytics, and other third-party software may incorporate AI-generated code or AI-assisted features as part of their own development.
Where I Don't Use AI
Art
No AI-made characters, environments, concept art, promo assets, or visuals of any kind.
Sound effects
I have a collection of sound effects I've purchased over the years from other humans that I use as-is, or further refine in audio editing tools.
Music
Music in my games is either from purchased premade music packs, or original sound tracks that I've hired human musicians to create.
How I Disclose AI Use Per Project
Broad statements only go so far, so each project I release gets its own specific disclosure, published on the project's page or store listing alongside this policy.
Some projects I'll develop without AI at all. In those cases, I'll simply say so: "This project was made without AI."
