AI models are beginning to make games that people enjoy playing, not merely convincing-looking prototypes, argues developer Simon Willison. His examples suggest that game design itself, long a stubborn human part of the process, is becoming easier to hand to a model.
Watch Desk analysis
What happened
In an essay published on 28 October, Willison describes four browser-based games he built with AI assistance: a spot-the-difference game, a fantasy RPG, a real-time strategy game and a pumpkin-farming simulator. He says his work on each involved no more than four hours of his own effort, alongside longer stretches of model work.
The strongest example is Battle Drones, a multiplayer strategy game he says was transformed after he asked Claude Opus 5.5 to make it “a LOT more fun”. It now has multiplayer, seven maps, replays and a random map generator. Willison also says the model’s game-design ability, rather than simply its ability to produce code or graphics, is what changed his view.
Willison presents this as a personal account, not a controlled comparison. He says a version of the fantasy RPG built with ChatGPT GPT-6 Pro looked good but did not play as well, and that his pumpkin-farming game still needs work.
Why it matters
Games combine code, art, music, dialogue and design. If one person can use AI tools to make a playable, distinctive game with little technical experience, the barrier to experimentation falls sharply. That could bring more people into game-making, while raising familiar questions about the value of creative work and the flood of AI-made material.
The useful distinction is between making something playable and making something people want to play. Willison’s examples offer a concrete account of models helping with both, but his own playtesting and repeated prompting were part of the process. “Make it more fun” is a striking prompt; it is not yet a substitute for taste or iteration.
Our read
This is a substantial practitioner’s demonstration, not proof that AI can reliably design great games on command. The most interesting claim is that models are starting to help with the hard-to-formalise bit: the play loop. That is worth watching, even if the industry’s next challenge may be sorting delightful experiments from a very large pile of merely playable ones.
What to watch
- Whether other developers report similar results across different models and genres.
- How much playtesting and human direction strong AI-assisted games still need.
- Whether new ways of discovering and evaluating AI-made games emerge.
Discussion spark: If AI makes it easy to build a playable game, should we judge the result mainly by how much fun it is, or by how much creative work the person behind it contributed?
Sources and evidence
- The October inflection point for vibe game development (28 October 2026, 13:55 UTC)
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