Comment by Madmallard
12 days ago
Are game developers vibe coding with agents?
It's such a visual and experiential thing that writing true success criteria it can iterate on seems like borderline impossible ahead of time.
12 days ago
Are game developers vibe coding with agents?
It's such a visual and experiential thing that writing true success criteria it can iterate on seems like borderline impossible ahead of time.
I don't "vibe code" but when I use an LLM with a game I usually branch out into several experiments which I don't have to commit to. Thus, it just makes that iteration process go faster.
Or slower, when the LLM doesn't understand what I want, which is a bigger issue when you spawn experiments from scratch (and have given limited context around what you are about to do).
I'm trying it out with Godot for my little side projects. It can handle writing the GUI files for nodes and settings. The workflow is asking cursor to change something, I review the code changes, then load up the game in Godot to check out the changes. Works pretty well. I'm curious if any Unity or Unreal devs are using it since I'm sure its a similar experience.
It might be biased to Reddit/Twitter users but from what I've seen game developers seem to be much more averse towards using AI (even for coding) than other fields.
Which is curious since prototyping helps a lot in gamedev.
Vibe coding in Unreal Engine is of limited use. It obviously helps with C++, but so much of your time is doing things that are not C++. It hurts a lot that UE relies heavily on blueprints, if they were code you could just vibecode a lot of that.
A big problem is that a lot of game logic is done in visual scripting (e.g unreal blueprints) which AI tools have no idea about