Vibe coding is not good but how about Vibe Level Design? I discussed this with Screw Jam’s former Product Manager:
I asked how bad is it? – “You leave a lot of money on the table because: AI is still not really good at expressing the experiences.”
Bitesize Bundle VI has 51 new games, But most importantly, I’m featuring one of my trusted game experts:
MeetCagdas, my ex colleague, Ex Rollic Game and Product Manager, Screw Jam’s Live Ops Master Mind
I pushed him to talk about level design; Especially AI generated level design:
“Level design is not just logical spatial layout it’s also about: -> feeling, -> rhythm, -> flow, -> and moments of surprise; -> in other words, exploration.
“With vibe level design in mobile games, Even though LLMs are really good at statistics, They fail to convey the actual feeling. They still struggle with experiential learning, Which means they are NOT GOOD AT Keeping the player in the flow zone.
As GMTK Creator Sam also mentions; “procedurally generated levels are never as good as the fully hand-crafted ones.”
Yes, they may provide diversity and quantity, but they lack the human touch, and these AI generated ones can sometimes end up even WORSE than procedurally generated ones.
Designers still need to rely on their intuition: When the hard level should appear, What the player should feel after it, How the next level should follow medium ones, etc.”
–> TLDR <– Basically, yes, LLMs can be helpful, but they don’t really fit into the pillars of level design. If you rely on those, You end up leaving potential revenue on the table –> -o- <–