

With many businesses I’m sure that’s true. But, it might be different when you’re making something artistic. Subnautica has a lot of passionate fans, and it’s a unique kind of game. These guys might really want to finish this game that they poured a lot of themselves into. Maybe not, maybe they just want to move on. But, I think a lot of people who work on games really care about what it is they’re doing.





That’s always been true. But, at least in the past when you were checking the code written by a junior dev, the kinds of mistakes they’d make were easy to spot and easy to predict.
LLMs are created in such a way that they produce code that genuinely looks perfect at first. It’s stuff that’s designed to blend in and look plausible. In the past you could look at something and say “oh, this is just reversing a linked list”. Now, you have to go through line by line trying to see if the thing that looks 100% plausible actually contains a tiny twist that breaks everything.