How long does it take to make a game with AI?

By Eduardo Orellana · Updated

Flockbay is free on your own Claude or ChatGPT plan. Claude Pro or Max, or ChatGPT Plus or higher, builds a real Godot project in the Godot editor. Claude Free and ChatGPT Free do not run here. More models are optional, a credit reload at API prices. Windows today. The engine is the official Godot release. An evening for something playable — a character moving through a space you made. Weeks for something you would show people. AI removes the programming time almost entirely and removes very little of everything else, which is why the honest numbers are shaped the way they are.

The first evening

Realistic: a piece of ground you shaped, a character that walks and jumps on it, and one thing that happens when you reach a particular place. Two to four hours including the download and finding out where everything is.

The front of that shrinks if you pick 2D. Creating a project asks which kind of game you are making, and a 2D one opens already playable — sky, a band of scenery, ground with a ledge and a floating platform, and a person who walks, falls and jumps under the keys you press. The character-that-moves milestone takes seconds, so the evening goes on what comes after it. A 3D world starts from ground you shape yourself, and that takes longer to reach the same moment.

Either way, that is not a game. It is the moment where the project becomes real to you, and it matters mostly because it happens at all — the same milestone by hand means learning an engine first, which is weeks.

What eats the time in that first session is not the AI. It is you deciding what the space should be, and then deciding again after you have walked through it.

More on this: How building a game with AI actually goes

The first week

A small thing with a beginning and an end. One room or one short area, one mechanic, one reason to be there. Maybe five to fifteen hours spread over evenings.

Most of that time is playing your own game and disliking parts of it. The jump is wrong. The room is too big. The thing you thought was clever is tedious the second time. Each of those is a decision that could not have been made in advance, because it depended on something that did not exist yet.

The code changes in that week are minutes each. That is the whole shift: what used to be the expensive part is now the cheap part, and the ratio of thinking to typing goes up sharply.

More on this: Making a game with no experience: what you skip and what you do not

Weeks to months

Something you would put in front of a stranger. Several areas, a reason to keep playing, art that holds together, sound, a menu that is not embarrassing. Call it a few months of evenings for one person, and be suspicious of anyone quoting less.

The world is a large share of that. Building it by hand in the builder takes real hours — terrain, water, weather and places in a 3D world, painted tile ground and placed sprites in a flat one — and it is the part AI does not compress, because it is taste rather than typing.

Polish is the other share, and it is the part everyone underestimates in every medium. The last ten per cent of quality is not ten per cent of the time.

What AI actually removes

The learning curve before you start. That is the largest single saving and it is invisible in any comparison that starts from "an experienced developer would take".

The implementation cost per idea. Trying a variation stops being a decision about whether it is worth an evening, so more ideas get tested, which usually improves the game more than the speed does.

And the debugging you would have done on your own mistakes. Some of it comes back as debugging the model's, which is a real cost and a smaller one.

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What it does not remove, in Flockbay specifically

Building the world. In a 3D project you shape terrain, outline water, set weather and sky and place the buildings and characters. In a 2D one you drag tile ground into existence and erase it the same way, and put the sprites at the position, turn and size you want them. Either way it is hours of real work by design rather than by omission.

Judging the result. You play the game and say whether it is right, and being handed work back is the normal loop rather than a failure. Not writing the code does not mean not having an opinion about the game.

Practically: it is a desktop app for Windows with Godot inside it, the game runs locally, and building needs an internet connection while playing does not. The download is free and there is a free plan, so finding out how long your game takes costs nothing but the evenings.

More on this: An AI game maker for solo devs: one person, several jobs

Questions

Can I make a game in a day?
Something playable, yes. Something anyone would choose to play twice, not really, and that has never been about the tools.
Is it faster than learning to code?
Dramatically, for getting to a playable thing. If learning to program is your actual goal, this works against it.
What takes the longest?
Building the world, and polish. Both are taste rather than typing, which is exactly the part AI does not compress.
Does a bigger budget make it faster?
There is nothing to pay Flockbay for, and a bigger model does not make the loop much faster. The time is in your decisions.
How long before I know if I like this?
One evening. The download is free and there is a free plan, which is enough to find out.