Why a Game Genius Rejects AI and Standard Engines
Jonathan Blow spent ten years creating 'The Order of the Sinking Star' with ~1,500 puzzles. He rejected mainstream engines like Unity and AI tools, building his own language Jai and custom engine from scratch. Blow argues that relying on efficiency tools stifles creativity and that design should dominate over business logic.
Choose the option closest to your current judgment.
Known and confirmed
- Jonathan Blow spent ten years creating 'The Order of the Sinking Star' with ~1,500 puzzles.
- He rejected mainstream engines like Unity and AI tools, building his own language Jai and custom engine from scratch.
- Blow argues that relying on efficiency tools stifles creativity and that design should dominate over business logic.
Unknown or unverified
- 自研引擎对最终玩家体验的具体提升程度尚无第三方独立评测数据。
- Blow未来项目是否会降低难度模式尚不明确。
- 其他开发者效仿其路径的可行性及成本未知。
Original sources
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Take a stand alongside AI
When developing a complex, high-quality product, do you prefer using established tools for speed and reliability, or building custom infrastructure for total control?
Comparison standard: Choose the option closest to your current judgment.