Give every AI tool a job ticket, not a vibe
Weekend energy says “just throw the new model at the game.” Ship
energy says the opposite: name the production seat before you open
the tab. Relish’s split is the useful map—code assistants for
structural glue, image models for concept and placeholders, audio
for ambient filler, procgen for content that wants variation. None
of those seats is “make the whole game.”
Althera’s texture math is the other half of the lesson. A 4×
speedup on material families is real and worth wiring—but only if
the output still enters a human gate (tiling fix, PBR pass, art
lead sign-off). The studios that treated 2024 models as a
replacement art department didn’t get free games; they got
inconsistent ones. Unusual styles still cost you a LoRA and
licensed references up front. Conventional fantasy is cheaper.
That’s pipeline design, not model worship.
Engine-side tools change the coding seat again. An agent that can
create a prefab, attach a component, and read scene state is
playing a different sport than one that pastes C# into chat. Pair
that with IDE worktrees so the agent’s branch is disposable until
play mode says otherwise. Your job becomes writing the acceptance
check: does the scene run, does the silhouette read, does the jump
still feel like your jump?
Checklist
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Write one sentence job ticket per tool: input, output artifact,
human gate.
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Mark final vs placeholder before generation—different prompts,
different folders.
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For art: lock a style LoRA / reference pack before volume work.
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For code: let agents own boilerplate and tests; you own feel and
architecture.
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Prefer engine or IDE tools that mutate a branch you can revert.
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Keep store art, boss themes, and tutorial beats on the human
critical path.
This afternoon: pick one pipeline bottleneck, assign one AI tool a
single ticket, and refuse to expand the ticket until the artifact
clears your gate.