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Questions that separate one ai game maker from another

10 min read

Every tool in this category advertises the same four things. Here are the questions that actually distinguish them, what each shape of tool is genuinely good at, and a test you can run in an afternoon.

Why the feature lists are useless

Open any three products in this category and read their pages side by side. All three describe a game from a description, art from a description, code that runs, and a way to publish. The lists are near identical, and none of them is lying.

The reason they converge is that they are all describing capabilities of the underlying models, and everybody has access to roughly the same underlying models. A feature list in this category is a list of what generation can do, not a list of what the product has built.

The differences are real, but they live in places a marketing page has no reason to mention: what the tool produces on disk, what happens when the model is wrong, what it costs to iterate, and what you are left holding at the end.

So the useful comparison is a set of questions rather than a table. Below are the ones that reliably tell two tools apart, together with what a good answer looks like and why it matters. There is no right answer to most of them, only an answer that fits your project or does not.

What does it produce, and can you open it

This is the first question and it separates the field faster than any other. Some tools produce a project in a standard format, on your disk, in a layout that a normal engine understands. Others produce a project inside their own system, described in their own structures.

Neither is automatically better. A self-contained system can offer a much cleaner experience, because when the tool owns the format it can make guarantees about what is in it. Tools built on a general engine format inherit that engine's quirks along with its power.

What matters is that you know which you chose and priced it correctly. If it is a standard format, you can bring in outside help, use existing tutorials, and move if you need to. If it is a proprietary system, you are buying convenience and depth in exchange for the exit being harder.

Ask specifically what an export contains. "Exports your game" can mean the editable project, or a playable build, or a data file that only means something to that product. Those are three very different promises and the same two words cover all three.

Where does the game run

A game that runs in a tab and a game that runs as an installed application have different performance profiles, different memory budgets, and different distribution stories. Every tool has picked one and the choice shapes everything downstream.

Running in a tab buys the best distribution in software. A link opens on any machine, a stranger will click it, and there is nothing between them and your game. If success for your project means many people trying it quickly, that advantage is very hard to beat and you should weight it heavily.

Running natively buys headroom. More memory, fuller access to the graphics hardware, faster loading of large scenes, and performance closer to what the machine can actually do. If your project is 3D with any scale, or is going to keep growing for months, this is where the ceiling is higher.

The question to ask is not which is better but which failure would hurt you more: nobody trying your game, or your game not being able to become what you wanted. Answer that first and this one answers itself.

What happens on the fourth change

Every demonstration in this category shows the first change. A description goes in, something appears, and it is genuinely impressive. Almost none of them show the fourth.

The fourth change is the real test, because by then there is a context. Your alteration has to survive contact with everything already in the project. Adding an inventory to an empty scene is easy. Adding an inventory to a game that already has a shop, a save system, and a pickup mechanic requires understanding all three, and understanding what already exists is a different skill from producing something new.

Watch what happens to the parts you did not mention. Weak tools regenerate more than you asked for, quietly discarding a value you had tuned or a room you had arranged. Strong tools make a narrow change and leave the rest alone, and you can tell which you have within about twenty minutes of trying.

This is also where the difference between tools built on generation and tools built on real editing shows up most clearly. If every change is a regeneration, your project can never accumulate. If changes are edits, it can.

What can you do by hand when it is wrong

The model will be wrong. Not occasionally: routinely, in small ways, several times a session. That is normal and it is not a reason to reject anything. The question is what the tool lets you do about it.

The weakest answer is: describe it again. If the only interface is description, then every correction is another round of translation, and the corrections that suffer most are exactly the ones that matter most to how a game feels. Nobody has ever found a good jump height by writing sentences about it.

A better answer is a set of direct controls. A value you can drag while the game is running. An object you can move with the mouse. A room you can lay out. A list you can reorder. These are unglamorous and they are the difference between a tool you can finish something in and a tool you can start something in.

Test this deliberately. Pick one number, like movement speed, and see how quickly you can change it and feel the result. If the answer is under ten seconds, the tool respects that you are the one judging. If it requires a paragraph and a wait, iteration on feel is going to be painful.

What does it do about art and sound, honestly

Every tool in this category can produce images. What separates them is what happens to those images afterwards, because a picture is not an asset.

The specific things to look for are mundane. Does it cut a clean alpha edge or hand you a subject on a background. Can it produce something at an exact pixel size rather than approximately. Does a set of items come back sharing a palette, or does each call reinvent the style. Is there any concept of consistency between two calls at all. Those are the differences between placeholders you can use and placeholders you have to fix.

The same applies in three dimensions, with a harder edge. Generated models today arrive with dense irregular topology, machine-made texture layouts, no levels of detail, and no rig. That is fine for blocking out a space and poor for anything the camera lingers on, and any tool implying otherwise is describing a thing that does not exist yet.

On sound, expect short single clips: impacts, blips, footsteps. That is genuinely useful for a prototype that has been silent. It is not an audio system, and a tool claiming to handle your game's audio is claiming a great deal more than the technology delivers.

What does it cost while you are iterating

Pricing pages describe a monthly number. Iteration describes a rate. Those interact in ways that are easy to miss until the first time you run out of something halfway through a session.

Find out what is metered. Requests, generated images, time, or some internal unit. Then estimate honestly against how you actually work, which is many small attempts rather than a few large ones. Anything that makes you hesitate before trying a variation is a real cost, because the hesitation removes exactly the attempts that iteration is for.

Check what happens at the limit too. Some tools slow down, some stop, some charge more. All three are acceptable and only one of them is a nasty surprise on a deadline.

And separate the price of the tool from the price of using the tool. A cheaper subscription with an expensive iteration rate is often the worse deal for someone actively building, and the better deal for someone dabbling.

Can you get out, and how much comes with you

Try the export once, in the first week, while the project is trivially small. This is the single most informative twenty minutes in the whole evaluation and almost nobody spends it.

Export the project, then try to open the result in whatever the standard tool for that format is. Note what came across: the levels, the scripts, the assets, the settings, the arrangement of things you placed by hand. Note what did not. Anything that did not come across is something you would rebuild by hand if you ever moved.

Do the same for the assets. Your images and audio should exist as files you can find, ideally in the same folder structure you would have used yourself. If the only copy of your art lives inside the tool, that is a dependency worth knowing about.

None of this needs to change your decision. Plenty of good reasons exist to accept a hard exit in return for a better experience. The point is to choose it knowingly rather than to discover it at the worst possible moment.

The shapes of tool, and who each suits

Browser-based makers are the strongest choice for a first project, a teaching setting, a jam, or anything whose measure of success is how many people click a link. They remove every obstacle between a person and their first playable thing, and no other shape of tool competes on that. Their limits show up on large 3D projects and long-running ones.

Assistants built into an established engine suit people who already work in that engine. The engine is mature, the documentation is enormous, and the assistant sits alongside tools that have been refined for a decade. The catch is that you are still operating a professional engine, and the assistant does not remove that learning curve so much as soften it.

General coding assistants pointed at an engine project are the most flexible option and the least guided. If you can already read a project structure, they are extremely capable, and they impose nothing. If you cannot, they will happily help you build something you have no way to evaluate.

Installed applications built around generation aim at the middle: enough headroom for the project to grow, enough guidance that you are not operating a professional engine unaided. They cost you the link, which is not a small thing to give up.

There is no shape that dominates. The choice is which set of trade-offs matches the project in front of you, and the answer can legitimately change between two projects by the same person.

The afternoon test

Reading about this is a poor substitute for four hours with each candidate. Run the same small brief through each one and compare like with like.

Pick something specific enough to be judged: a character that moves and jumps, one room, one enemy, one pickup, and a way to lose. Then do these five things in order. Get it playable. Change the jump height until it feels right. Add a second room and connect it. Replace one placeholder image with your own file. Export the project and open the result somewhere else.

Time each step and write down where you got stuck. The rankings that come out of that exercise rarely match the rankings you would have predicted from the marketing, and the reason is that the tools differ most in steps two, four, and five, which are the steps nobody demonstrates.

One last piece of advice: judge on the whole loop, not the first minute. The first minute is what these products are optimised to impress you with. The fourth hour is what you will actually live in.