No AI to be Found Here
To the greatest extent possible, I don’t use any generative AI when developing my games. In particular, I don’t use LLMs for brainstorming or writing copy, I don’t use image models for art (not even placeholder art), and I don’t use any sort of “generative fill” features in my graphics software. Often, I use custom software to generate game components or assets, but when I do, I write the software myself, unassisted by LLM-based tools and with AI completion turned off in my IDE. My programs do not integrate with any third-party services driven by generative AI. Even the SASS that produced the stylesheet for this website is lovingly hand-written.
My work is my own, and I’m proud of that.
Where might it be impractical to avoid generative AI?
As noted above, I often write my own software tools. For example, for CTF I built a Rust application that reads in the raw text of the cards and generates both PDFs for printing prototype cards on my home printer and press-ready images that meet my manufacter’s specifications. Like most nontrivial applications, this program uses external libraries. As I write this, there are 201 transitive dependencies. Everyone has to draw their own line for what “to use/not to use genAI” means, and mine does not include auditing dependencies of programs I’ve written for my own use, especially since there’s not currently a great standard for AI disclosures in open-source software.
All that is to say: code that I’ve written is authored solely by me, but the same may not be true for libraries my code depends on.