Vibe-Coding 对游戏行业构成多大威胁?
How Big a Threat is Vibe-Coding to the Video Games Industry? | 04/11/26
Hey all and welcome to this week’s edition of AI and Games.
Man, there’s a lot happening over here right now. Of course we’re only days away from the AI and Games Conference 2026, but there are several other things on my to-do list right now that are very exciting, but also I have to keep tight lipped for now. There’s a few that I hope we can talk about towards the end of Q1 2027 that are very cool, and something I definitely want to share with you when I can.
Today we’re posting some final updates on the conference, our Gamescom vlog, plus a bigger discussion about recent events in vibe-coding and decompilations and the potential impact this has on video games - even as big tech is suggesting the trend could very well die down.
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Announcements
A whole bunch of stuff to share about this years conference, plus some more videos to check out from 2025 and our Gamescom vlog!
AI and Games Conference 2026
Here we go kids, it’s the last time I’m going to pester you about the biggest event in the AI and Games calendar. This time next week - depending on what day I finish writing this - we’ll either be knee deep into day 2 of this years conference, or it will be done and I will be a human puddle. How have we been doing this for three years now? Cross all your fingers and toes for us that things go smoothly!
Right now the big highlight for me is I can confirm that we have broken our registration record for 2025. Meaning this will be the biggest AI and Games Conference yet, with developers travelling from across North America and Europe to be a part of the event. Now all we have to do is deliver, no pressure. You can help exceed that record by grabbing a ticket now if you haven’t already.
I figured I’d take a moment to share some important parts of the agenda for delegates, just in case you didn’t read/receive the email we sent out late last week.
This year’s venue is Plexal
Here East, Queen Elizabeth Olympic Park, Plexal, London E15 2GW
Registration opens from 8am on Tuesday 10th, with opening remarks at 9am.
We go straight into our opening keynote at 9.15 in Hall A
Don’t worry if you’re running late, we’re streaming the keynote into Hall B for people to check out.
After our opening session is concluded, separate tracks will launch in both Hall A and Hall B, see the conference website for full details.
Our main reception for delegates is on the evening of Tuesday 10th at Hackney Bridge. You’ll need your pass to be allowed entry.
The Unofficial AI and Games Conference Meet-up
This year our community is continuing the tradition of the unofficial AI and Games Conference meet-up which runs the night before the conference begins. This is coordinated by Aji (aka HappyPie) from our Discord server, and offers a space for people to meet up with fellow conference delegates. Details are as follows:
Location: The Cow
Only 5 minutes walk from the Stratford train station(s).
Time: Kicking off from 6pm until late.
Everyone is welcome, and given it’s an unofficial event you don’t need to be registered for the conference to attend. So if you just fancy hanging out with folks from the AI and Games community you’re welcome to do so. The conference team and I will be at the site all day preparing, but I do hope to pop by later in the evening to try and grab a drink.
Please Note: This event is coordinated by neither Game AI Events CIC nor AI and Games Ltd, and therefore does not fall under our operational remit and code of conduct. We are not liable for any loss or damages incurred from attending this gathering.
Check Out Our Gamescom Vlog!
Earlier in the year the AI and Games and AI and Games Conference teams descended on Gamescom in Cologne as part of our collaboration with Gamescom Dev as co-curators of the AI tracks. I actually filmed a bunch of the trip while we were out there, and I finally got around to editing it all together.
AI and Games Conference 2025 Videos
We still have a handful of our 2025 talks to get out to you on YouTube. Right now every video is edited, and we’re just waiting for the speakers and studios to vet them. On that note, 2025 speakers: if your video isn’t up yet, please check your inbox as we have reached out to you for signoff!
Anywho, here’s two more to keep you entertained before we kick off this year’s event!
Buy Why Is It Saying That? Making LLM Powered AI Bots a Bit More Reliable
Batu Aytemiz | Fundamental Labs
As we know, LLMs are far from perfect (understatement of the decade). If we don’t think seriously about their training, prompting, and guardrails, then we run risk of unreliable or even dangerous systems. Having built a Roblox game with 20,000 daily active users, Batu Aytemiz explains how to make these AI agents more reliable, safer, and easier to iterate on for a game environment.
Good Enough AI: Pragmatic Approaches for Crafting Compelling Player Experiences in Games
Gaetan Soppe Drenjanin | Sports Interactive
It’s often the case that the best AI for games is seldom the smartest, or most overtly complex. Rather, it’s all about building systems and tools that enable for interactions and gameplay moments that players will remember. Gaetan Soppe, now at Sports Interactive but previously at CD Projekt Red, gives his insights into how to get the best out of your gameplay systems.
Headlines in Brief
Some quick headlines bouncing around worth checking out from this week before we get to the main story.
Itch.io is having tough time right now as vibe-coding has led to a surge of new game pages being put together for slop. As a result, the platform received much praise earlier this week for introducing a new AI filter so the community can ignore it all.
Arc Raider’s audio director explains that GenAI was used for voices at launch because “actors would just go crazy” if they had to read all the of the writing they’d put together for them.
For reference Baldur’s Gate 3 has over 200 hours of voice work, with multiple voice actors providing more than 10 hours of recorded material. I wonder how they’re feeling…
Apparently more than 80% of the top 100 games on Roblox relied on AI tooling. Not a huge surprise given the cutthroat nature of its ecosystem. This has done little to address the bleed of 9% of its daily active users (DAUs) year-on-year.
Nexus Mods updated its policy on Generative AI to require mandatory disclosure of AI tooling, but to its community’s dismay has ruled out an outright ban.
Forget GTA VI or the Ocarina of Time remake, many indies aren’t launching their games right now because Steam’s approval process is seemingly taking longer than usual. Why? The flood of AI slop on the platform. Valve themselves finally acknowledged this is a real problem for them in October - if only they’d paid attention to when I said this exact thing would happen back in January huh?
Sam Altman had a whinge on the socials because people called him out on his bad takes on RAM. He argues that his point, which was that RAM people “use 5% of the time” in their own computers should be in the cloud instead, was taken out of context. He argues it was about the issue that memory manufacturers need to ramp up production to meet business and consumer demand. Only they have, and continue to try and increase capacity given the sheer amount of money they’re making. The problem is when big tech companies like OpenAI exploit these production increases for their own gains, and buy up supply for years to come; screwing over everyone else in the process. TLDR; nothing is new here. The grass is green, the sky is blue, and Sam Altman can go fuck himself.
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Is the Fate of the Video Games Industry in the Hands of Vibe-Coders?
Since the start of 2026 I would argue the biggest trend impacting games from the latest developments of Generative AI is code generation. After years of what could best be described as mediocre results from generative models, resulting in systems that at best could be trusted with simple coding tasks, we’re now in an age where GenAI tools such as Claude Opus 5.5 and GPT Astra 6.1 can build entire software systems with the passing of a prompt. This has led to a lot of debate across the software industry as to what programming as discipline will look like in the coming years, because this technology isn’t just effective, it’s allowing for programmers to really lean into their skills as software architects while leaving the grunt work of simple bug fixes, boilerplate code construction, and simple maintenance tweaks in the hands of AI agents.
来源:AI and Games · 游戏AI研究与实践 · aiandgames.com