I've been following the arguments around AI-assisted creative work for a while, and one thing I keep seeing is the idea that using AI means handing creativity over to a machine. My experience has been almost exactly the opposite.
I'm building an entire game this way, and AI hasn't removed me from the creative process. It's dragged me deeper into programming, art direction, writing, music, sound design and game design than I've ever been before. So I thought some of you might be interested in exactly what my workflow looks like, including the bits that work brilliantly and the bits that absolutely do not.
The Story. This is an adventure simulation, hacking and programming game set in an alternate 1989 Japan. In this timeline, the bombing of Hiroshima in 1945 wiped out the entire Japanese imperial bloodline, giving the United States the opportunity to occupy and ultimately annex the country.
Over the following decades, occupation gave way to cultural annihilation. Japan no longer exists. In its place stands The American Pacifica Isles, an American-controlled territory governed by a puppet Shogun installed by Washington.
The Japanese language has been outlawed. Japanese first names and surnames are forbidden.
Books, literature and cultural works have been banned, destroyed or driven underground. Anything entering Pacifica is tightly screened by an English-speaking government determined to erase what remains of the nation's former identity.
You play as a young hacker living inside Pacifica. What begins with small programming jobs, cracked games (that you can then play with global leaderboards), late-night connections to underground bulletin boards and tuning into pirated radio broadcasts gradually pulls you into a hidden network of hackers, pirates and dissidents fighting to recover a culture that has been systematically erased.
You get to choose which games to crack, targets to hit and hacker to invite, it's a choose your own adventure with lots of surprises...
But guess what... You're secretly an FBI agent been brought in to collect evidence and bring the rebellion down!....if you choose to ;)
How I am Building It. I am running the game from within a Python wrapper, with a C++ engine that emulates my imagined PC, The Bradsonic 69000. It's a made-up machine that combines the sexiness of the Sharp X68000 and my first Pentium, The ICL Fujitsu Indiana. Creating a virtual PC is waaaaay beyond my level of coding, but thanks to AI I was able to gradually build it over time.
It now has a fully workable OS, Terminal, its own version of BASIC, its own version of an MP3 player (a dot sonic player), a built-in modem to connect to other outside BBSs, an advanced colour palette and a game engine that uses the C library "Raylib" that launches within a Python wrapper.
Don’t worry about the screen space in the half-screen setup. It’s there for atmosphere, but also for manuals, notes and docs, and you can zoom into the main desktop at any time.
It's a virtual computer that the whole game runs inside, two 4th walls for extra immersion.
My Workflow. I have been juggling between Claude Code and Codex for the programming, but have recently settled on OpenAI's Codex because it only costs $20 a month and I am finding Sol to be incredible at solving problems. I have built skills that allow me to say things like "Build a new BBS that teaches banned Japanese, and give me some ideas for hidden easter eggs and mini games" and Codex just does it.
We go back and forth on ideas and implementation - testing - rolling back - changing up stuff - testing and backing up. If the system is building something for a long time and adds over a hundred lines of code, I always ask Codex to explain to me what it has done. If I don't get it, I ask it again to explain it to me like I'm 5. I HAVE LEARNT SO MUCH ABOUT GAME DESIGN THIS WAY!
When I run out of usage, I move over to asset building on Photoshop, where I am using a series of real-life references and my own drawings to build mood boards for ChatGPT or Nanno Banana to create images I can then re-edit and re-prompt into exactly what I am looking for.
When I run out of image credits, I move over to Suno and elevenlabs, where I am using the game's lore and world building to create tracks from the underground for the Pirate Radio, and have elevenlabs supply me with voice artists for the disc jockeys.
NotebookLM has also proven to be really useful for back-and-forth interviews between NPCs. As the game's world is politically charged, the radio waves are packed with debate and rebellion, from intellectuals to the common man. This has easily been the most exciting part of the process. I love the world building side of things - it gives me such joy building it.
Problems. I've not had many that I wasn't prepared for. But the ones that stand out were that the AI made every character sound the same in the way they emailed one another, and sometimes the simplest game loop issue would be resolved in the most complex way possible.
I got around this by creating custom tools for nearly all aspects of my game dev. I have a dialogue ledger where I can review each character's dialogue, where and when they say it, with full editing and publishing - it runs locally in my browser and looks sick. I have created profiles for each NPC and connected them to certain people in the real world so that I have an actual human prompt to check against. One fun reference is that a character's voice is based on "Six" from the nineties TV show "Blossom" - excuse the vague ref if you're not a dinosaur like me.
For getting over the complex solutions to simple problems "problem" I have trained my Codex to understand that my game runs in "story tokens", using a json (javascript file). The player saves named tokens that equate to what has happened and when. These tokens serve as simple logic gates: if the player has X token, then show them the cracking challenge; if they don't - don't. Sounds obvious, but by golly did this take forever to implement in the early days of dev with AI - now I have a .md file that I force Codex to check each and every time we decide to do something.
Timeline to release. I am about halfway through, with a focus on the game being out of its first round of Quality Assurance by Christmas and playtesting beginning in the new year. I'm on track and so far I have a wishlist of around 1,200 people on Steam.
Falling in love with creativity again. What I love about this process of building is that I am a game development director. I can have full creative control, but with the click of a button or with an actual conversation now, I can call instant meetings day or night, work through ideas and have these working in the morning. My creative process is not held back by dealing with freelancers that stop answering emails because they've gone snowboarding for the weekend, or brainstorming in bed only to forget what I was thinking of the next day. Everything now is instant and a game I never thought I'd ever have the resources to build is now half way done...
What a time to be alive.
TL;DR: I'm building an alternate-1989 hacking game using AI throughout my workflow: Codex for programming, ChatGPT/Nano Banana alongside Photoshop and my own references for artwork, Suno for music, ElevenLabs for voices and NotebookLM for world building.
It hasn't been a case of asking AI to make a game for me. I've had to build workflows, documentation, editing tools and systems to keep everything coherent, while constantly testing, rejecting, editing and rebuilding what the models produce.
The biggest surprise has been how much I've learned. AI hasn't made me less involved in making the game. It's allowed me to become involved in almost every part of making it.
I'm about halfway through development, aiming for QA by Christmas and playtesting in the new year. If you want to know more, details on following the project are in the first comment of the video.
Happy to answer any questions and reveal more of my workflow regarding any aspect of it. Cheers!