Write the store before you prompt
The demo is a trap. A tab that
builds a cute loop in four minutes
is winning a different game than
the one on your phone. Summer
Engine’s three questions are the
whole method: what you want to
ship, whether you can sell it, and
where the ceiling is. Answer them
on paper. Then open a tool. If the
answer is a link in a group chat,
a browser maker is the right
ceiling. If the answer is Play on
a Pixel, you already have Godot,
and the assistant should edit
scripts while you keep the export
presets. Switching engines because
a prompt looked faster is how a
jam becomes a migration.
Same rule for assets. Generate
bulk only in a tool whose
commercial terms you have actually
read. Free-tier sprites with a
watermark or a “personal use”
clause are not a palette; they are
a lawsuit you scheduled for
launch week. Keep identity pieces
— hero, jump, store screenshot —
on a human pass even when Steam
now expects a disclosure checkbox.
The label says you used a model.
It does not say the game feels
like one.
Godot 4.8’s streaming mips are
the unromantic half of the same
lesson. Generators love 4K. Phones
do not. If the weekend 3D scene
already stutters when you turn
the camera, the next hour is not
another texture prompt. It is
enabling Texture2D Streamed on
the distant junk and hitting
Play on the device that matters.
Checklist
-
Write three lines first: platform,
sell or not, sandbox or engine.
-
Pick the tool whose export matches
those lines. Do not pick the
fastest demo.
-
Read commercial rights before you
generate a folder you would miss.
-
If you already have a Godot
project, keep Godot. The assistant
edits text. You run Play.
-
Smoke 4.8 streaming on a scene
that already hurts VRAM, on the
device you ship to.
-
If you used a generator, check the
Steam AI disclosure. Then make
the jump feel handmade anyway.
This afternoon: three lines on a
sticky, one export, one Play pass
on the target device. No second
tool until the first one can leave
the machine.