Engineer Your Game As an AI Harness
Developers are rethinking how games are built so large language models can actually help create them instead of falling apart.

Making Games That LLMs Can Read
A game developer recently argued that instead of fighting with Claude and other large language models, creators should design games as systems built entirely out of code — what he called a "harness" for AI tools.
Kyle Kukshtel shared these ideas in a presentation titled "Your Game Is A Harness" at Indie Rodeo, a game development conference in Calgary. He has spent nearly 15 years working as a game programmer and said his experience shows a clear pattern: LLMs handle web development well but struggle deeply with game projects 1.
The core problem, he explained, is structural. Games contain assets, visuals, sound, design documents and many systems that are not easily represented as code. When those non-code elements become important to how a game works, an LLM cannot reason about them and the project falls apart 1.
Why Web Tools Work Better
Kukshtel pointed to Three.js, a popular library for building 3D graphics in the browser, as evidence for his approach. Many developers use it because it lets them represent game assets as simple geometric shapes — boxes, spheres and other primitives — that are fully described by code 1.
By keeping everything inside the code, developers give AI tools a clear picture of the project. The model can read the code, suggest changes, generate new assets as code and update the game without guessing at hidden files or complex tool-specific formats.
He noted that Svelte and similar web stacks benefit from a huge amount of public source code online, which helps LLMs produce usable results. Games simply do not have that same volume of training data 1.
Starting Small and Verifying
Kukshtel said his own turning point came when he used an early version of ChatGPT to build a moodboarding website called mood.site. The process involved copying code into the chat interface and reviewing the output carefully. It took roughly 20 hours over a few weeks — time he said he would have spent far longer on without the AI 1.
Since then, he has found that tools like Claude Code can handle most web-based development tasks. But whenever he tried applying the same approach to a traditional game project, the results broke down 1.
His advice for others is to start small, verify what the model produces and treat the AI as a powerful assistant rather than an autonomous creator. He also warned that relying too heavily on this style of prompt-driven development risks producing generic results — a concern echoed by critics who have coined the term "vibe slop" for low-effort AI-generated content 3.
The bigger point is that the game itself can be designed from the start as a harness for AI, rather than trying to force the AI into a system it was never meant to read.
Key facts
- LLMs handle web code well but struggle with games that rely on non-code assets.
- Three.js lets developers describe 3D game objects as code, making them AI-readable.
- Kukshtel built a moodboarding site with an early ChatGPT in about 20 hours.
- Critics warn that prompt-driven development can produce generic 'vibe slop'.
Sources
- Your Game Is A Harness - k-hole — kylekukshtel.com
- AI agent — en.wikipedia.org
- Vibe coding — en.wikipedia.org


