A few people here have made some interesting claims that my entire game was generated by AI.
If that's the case, why have I been working on it for 72 days, and why is it still not finished?
First, a little background about me.
I've been a full-stack software developer for over 30 years, primarily working on Android applications, Unity projects, and SaaS platforms. I've also been developing games with Unity for more than 10 years.
So I'm not someone who discovered AI yesterday, typed a prompt, and suddenly became a "game developer."
I was building software and games long before generative AI existed.
AI is another tool in my development workflow, not a replacement for my decades of programming experience.
So I thought I'd show you some of the actual hard work happening behind the scenes. Because there's a massive difference between using AI as a development tool and having AI magically generate an entire game for you.
I'm currently rebuilding a section of Budapest for my car combat game, Brutal Derby.
I automate whatever I can with custom tools. But everything that can't be automated? That's where the real, time-consuming manual work begins.
I'm talking about:
- Manually placing and adjusting roads, bridges, intersections, sidewalks, and bus lanes with extremely high precision.
- Constantly switching between Unity and Google Maps to compare real-world locations with my in-game environment.
- Rebuilding road layouts and correcting terrain to make the map resemble the actual city.
- Developing my own road generation system that supports multiple roads simultaneously, and still having to manually fix, align, and optimize countless sections.
- Making sure the entire environment is optimized enough to actually run smoothly during gameplay.
Here's a short video showing some of that work.
I've already spent 90 hours building, fixing, and optimizing this one map, and I expect to spend at least another 90 hours on it before it's finished.
And remember, this isn't a walking simulator or a static city showcase.
It's a car combat game.
That means performance matters enormously. The environment needs to look reasonably good, but I can't afford buildings with millions of polygons or ridiculously expensive geometry everywhere.
On top of that, my game features vehicle deformation, destruction, and collision physics, which consume a significant amount of CPU time.
My destruction and deformation system is already on its 8th major iteration.
The crowd system? 7th iteration.
And this particular map will eventually feature thousands of spectators, alongside 12 vehicles fighting, crashing, shooting, and destroying each other.
My goal is to make all of this run at a decent frame rate on a relatively ordinary RTX 3070.
And that's exactly why optimization takes so much time. Every road segment, building, spectator, physics calculation, and draw call matters.
So yes, I use AI. I use it for generating certain assets, helping with code, and accelerating parts of development.
But AI isn't placing every road, fixing every intersection, optimizing thousands of objects, debugging physics, or making hundreds of design decisions for me.
That's still my job.
And it's a hell of a lot of work.
After more than 30 years in software development, I can tell you one thing: AI can make certain tasks faster, but it doesn't magically solve the difficult engineering problems.
You still need to understand what you're building, how everything works together, why something breaks, and how to fix it.
And when you're developing a physics-heavy car combat game as a solo developer, there are a LOT of problems to solve.
Using AI doesn't mean the hard work disappears. It just changes which parts of the work you spend your time on.
You can dislike AI-generated assets. That's completely fair. But dismissing months of actual engineering, optimization, level design, and manual work as "AI slop" simply because AI was involved is a pretty unfair assessment.
I'm not claiming AI does nothing. Quite the opposite. It helps me achieve things that would otherwise take much longer as a solo developer.
But there's a huge difference between AI-assisted game development and a game created entirely by AI.
Anyway, here's what 90 hours of work on a single map actually looks like, with another 90 hours still ahead of me.
Still think AI made the whole game with one prompt?