Spend the feel budget, then check the box
The GDC numbers look like a fight. They read better as a job
description. People who actually make games use models to
research, write the boring email, scaffold code, and spin a
prototype. They do not hand the vertical slice to a prompt and
call it direction. That is why the same survey can show 52%
hostility and 36% daily use without anyone being a hypocrite.
Steam’s two-tier label is the storefront version of the same
split. Copilot in your GDScript is an efficiency tool. A
generated boss theme, a voice line, or a sprite sheet is
content. If you cannot say which bucket a file is in, you are
not ready to upload. Cognitive Future’s other rule is the one
that saves money: one tool per stage, commercial rights on the
paid tier, upgrade only the seats that reach the build. Greybox
meshes from a one-minute Meshy pass are allowed. Store
screenshots of those meshes are how placeholder tax gets
collected.
ACE in a running Total War or PUBG match is the third seat:
runtime. A teammate with memory can help or haunt. Either way,
the test is a playable failure, not a prettier still. Same
weekend energy as a juicier jump: the first draft can come from
a model. The feel budget is the hour you refused to spend on
another batch.
Checklist
-
Name the job before you open a tool: research, scaffold,
greybox, or ship asset.
-
Keep one tool per stage. Do not stack three image models
“just to see.”
-
If it might appear in the build, confirm commercial rights on
the paid tier first.
-
Split the Steam checkbox: coding help vs generated content.
When unsure, label.
-
Reserve a feel budget after the first draft—jump, mix, or
room—and spend it before another prompt.
-
For anything that runs in-game, write the failure the player
can survive.
This afternoon: pick one stuck system, let the model sketch it,
then spend a timed feel pass with the game running and no new
generations until that pass lands.