Standout Builder Studio · planning Index / Generative AI map review Updated 12 Jun 2026

Where generative AI does the work

The zero-engineering promise is mostly a generative-AI promise. This page maps every point in game creation where a model acts — what it consumes, what it produces, and the gate that keeps a human accountable for the result. Almost everything here is CONCEPT · proposed: none of these models are wired yet. The rails they would run on — audited writes, comments-as-handoff, the certified RNG they must never touch — are real today, and are marked GROUNDED · matches main where cited. The audience includes external Game Builders; terms are glossed on first use.


The map

Generative AI is not one feature bolted onto Builder Studio — it is a layer of touchpoints, each attached to a specific step of the eight-step build flow. The honest version of the picture is that the model does a great deal of the creative and drafting work (steps 1–5) and almost none of the deterministic work (steps 6–7): generating a playable sandbox and iterating on versions are mechanical operations the platform performs, not things a model invents. The diagram below places each touchpoint against the step it serves, in flame colour; the master matrix beneath names every one with its inputs, outputs, owning agent, and autonomy level.

Diagram · Generative-AI touchpoints across the eight stepsCONCEPT · proposed
vision extraction screenshots · PDF copy & names blurbs · operator copy config drafting intent → deltas (sim proves) art · audio · theme the creative cluster fix-next + explain on each failing gate 1 build path 2 package 3 mechanics 4 assets · theme 5 validation 6 sandbox 7 iterate 8 promote steps 6–7: deterministic platform runs them — no model invents output info-sheet + cert-pack draft scaffold stage · variant codegen approved spec → games/<slug> PR scaffold stage · theme-apply codegen tokens → client skin (shared shell) post-live · telemetry-driven tuning (OPEN) session data → config proposals re-entering step 3 code-side touchpoints (not a UI step — run by agents against the engine repo):

Read the flame nodes as "a model acts here." Steps 6 and 7 are deliberately drawn dashed and grey: generating a signed sandbox URL and diffing two versions are deterministic platform jobs (see vision · step 6 and step 7), and dressing them up as "AI" would be dishonest. The violet node is the one genuinely open direction — telemetry-driven tuning — consistent with the mind map's open branches.

The master matrix

One row per touchpoint. Where links the step or stage; Agent links the owning agent in the agent roster; Autonomy is one of three rungs — assistive (model proposes, human does the committing), autonomous · gated (model produces and a named human approves before it counts), autonomous (model acts without a per-artefact gate). Everything in Today is CONCEPT unless a manual equivalent already ships.

Where What the model does Inputs Outputs Agent Autonomy Today
Step 1 · Screenshot / vision extraction Reads game screenshots and proposes the candidate mechanic plus layout notes. Uploaded screenshots (base game, bonus, paytable) Candidate mechanic label + layout/UI notes Info-Sheet assistive CONCEPT
Step 1 · Info-sheet PDF parsing Parses a PDF info sheet into manifest fields, each with a confidence score; low-confidence fields are flagged, not committed. Uploaded PDF info sheet Manifest fields + per-field confidence (see extraction) Info-Sheet autonomous · gated
human confirms low-confidence
CONCEPT
Step 1 · Mechanic matching Maps extracted traits to the nearest library mechanic and flags the gap where the match is imperfect. Extracted traits + mechanics library Nearest mechanic + similarity + gap flag Info-Sheet assistive CONCEPT
Step 2 · Names, blurbs, operator copy Drafts candidate variant names, marketing blurbs, and operator-facing copy from the spec context. Spec context (name, mechanic, theme, jurisdiction) N copy candidates per slot Copy / Localisation assistive CONCEPT
Step 3 · Config drafting from intent Turns plain-language intent ("high volatility, max win ~800×") into draft config deltas. The model proposes; the Math-Sim simulation proves — the model never asserts the RTP. Intent prose + base DEFAULT_CONFIG Draft config deltas → handed to Math-Sim Math-Sim autonomous · gated
math owner approves the proof
CONCEPT
Step 4 · Theme from prompt Generates a palette, typography, and theme tokens from a short prompt plus spec context. Prompt + spec (name, mechanic, mood) Palette / type / theme-token set Asset assistive CONCEPT
Step 4 · Key art, lobby tiles, sprite/symbol sets Generates image candidates that respect lobby safe-area constraints. Theme + names + safe-area spec Image candidates (key art, tiles, sprites) Asset autonomous · gated
art owner approves
CONCEPT
Step 4 · Audio Generates SFX and music beds from a theme brief. Theme brief + mechanic timing SFX set + music bed candidates Asset autonomous · gated
art owner approves
CONCEPT
Step 4 · Paytable / help text + localisation Writes reader-facing paytable and help copy from the config and paytable, with locale variants. Config + paytable + locale list Help text + per-locale variants Copy / Localisation autonomous · gated
reviewer approves each locale
CONCEPT
Step 5 · "Do it for me" + "Explain" On a failing gate, dispatches the matching fix agent or returns a plain-language explanation of why the gate failed. Failing gate result + build state Dispatched fix work item, or an explanation Validation routes autonomous · gated
routed fix is itself gated
CONCEPT
Step 8 · Info-sheet & cert-pack drafting Assembles a generated game info sheet and the narrative for the certification evidence bundle. Spec + Math-Sim proof + approved assets Info-sheet document + evidence-bundle narrative Info-Sheet + Cert-Pack autonomous · gated
compliance approves
CONCEPT
Scaffold stage · Variant codegen Turns an approved spec into a new game folder and PR in the engine repo. A real CLI does the deterministic copy/rewrite today; the model wraps and triggers it. Approved GameSpec games/<slug> PR into standout-games Scaffolder autonomous · gated
engineer merges the PR
GROUNDED CLI exists (scaffold-game)
Scaffold stage · Theme-application codegen Generates the client skin code from theme tokens. Depends on the shared client shell so the theme is read, not hand-coded per copy. Theme tokens + shared shell (build-changes #1) Client skin code / token file Scaffolder / Asset autonomous · gated
engineer merges
CONCEPT (today: manual, see gaps)
Post-live · Telemetry-driven tuning Reads live session telemetry and proposes config tweaks that re-enter step 3 as draft deltas. Open direction — not committed, consistent with the mind map. Live session data + current config Config tweak proposals → step 3 Math-Sim (proposed) open direction CONCEPT · unscoped

Thirteen touchpoints, eleven of them creative/drafting/code-side and gated by a named human; two deterministic steps (6, 7) deliberately have none; one is an open direction. The pattern is consistent: the model proposes, a human or a deterministic check disposes. Notice the matrix never lets a model own a number that affects player outcomes — config drafting hands off to the simulator, and extraction flags anything it is unsure of.


The creative cluster

Step 4 — attach assets and theme — is the generative-AI-heaviest zone in the whole flow. It is where the largest share of human hours goes today (a reskin is "hours of hand-editing assets.ts and Tailwind", per variant → live · gaps), and therefore where models have the most to give back. Each artefact family below follows the same shape: a concrete prompt seeded from the spec, N candidates the builder picks or iterates on, an explicit human gate, and a clear answer to where the artefact physically lands.

Theme tokens

Prompt inputs: spec name, theme c1/c2 colour pair, mechanic mood, jurisdiction copy constraints.
Candidate flow: 3–4 palette + type token sets → builder picks one, nudges hues, regenerates.
Gate: builder selects; no separate art-owner sign-off needed for tokens alone.
Lands: today nowhere usable — theme sits dead in variant.meta.json (gaps); target is a theme-token file read by the shared shell.

Key art & lobby tiles

Prompt inputs: theme tokens, game name, mechanic record traits, lobby safe-area dimensions.
Candidate flow: 4 image candidates → pick / regenerate / refine prompt; safe-area overlay shown on each.
Gate: art owner approves before the asset-completeness gate can pass.
Lands: today hand-edited paths in client/src/assets.ts; target is approved assets in R2 referenced by token.

Sprites & symbol sets

Prompt inputs: theme tokens, mechanic symbol list (e.g. reel symbols, pick'em objects), style reference.
Candidate flow: a coherent set per generation → swap individual symbols, regenerate the set for consistency.
Gate: art owner approves the set as a whole.
Lands: the per-game asset manifest; same R2 + token target as key art.

Audio

Prompt inputs: theme brief, mechanic timing (round length, cashout beats), mood words.
Candidate flow: SFX set + 1–2 music beds → audition, regenerate, trim.
Gate: art owner approves; recommended (not blocking) for sandbox.
Lands: sound pack asset records → R2.

Copy & localisation

Prompt inputs: config + paytable, jurisdiction copy constraints, target locale list.
Candidate flow: draft help text + paytable copy, then per-locale variants → reviewer edits in place.
Gate: reviewer approves each locale before the localisation gate passes.
Lands: one document per locale, posted as a comment for review (the existing comment-as-handoff channel).

The physical-landing story matters because it is the difference between a demo and a system. Today the creative output of a reskin is hand-written into client/src/assets.ts and hardcoded Tailwind styles, duplicated per variant — see the gaps table. The target the suite proposes is a shared client shell driven by theme tokens (build-changes #1), so a generated theme is read at runtime rather than baked into a forked client. Generative theme application only becomes clean once that shell exists.

Step 4 · Asset slot — Key art CONCEPT · proposed
Prompt · pre-seeded from the spec
Neon Heist — cyber-noir crash, palette #38e8ff / #7a5cff; key art for lobby hero tile, leave upper-right third clear for the operator logo overlay.
candidate 1
candidate 2
candidate 3
candidate 4
Regenerate Refine prompt art owner approval Approve

The prompt box is seeded from the GameSpec — the builder does not start from a blank field. Candidate 1 is selected; Approve cannot finalise the asset without the art-owner gate. Generated thumbnails here are CSS gradient placeholders; the real surface would render model output with the lobby safe-area mask overlaid. See the full reskin walkthrough at Reskin · Neon Heist — assets.


The technical cluster

The code-side touchpoints are where generative AI meets the engine repo. They are higher-stakes than the creative cluster — output is code that ships — so they sit behind the one structurally-required engineering gate in the whole pipeline.

Variant codegen (Scaffolder). An approved GameSpec becomes a new games/<slug> folder and a PR into vhslab/standout-games. Crucially, the deterministic part of this already exists as a real CLI: scaffold-game copies the base game, rewrites package identities, re-IDs the manifest, and splices config overrides — the twelve banded steps traced in variant → live · the walkthrough. The Scaffolder agent wraps and triggers that CLI rather than free-styling source; the human gate is an engineer merging the PR (agent workforce), and the proposed scaffold-game v2 (build-changes #3) makes it audited and MCP-triggerable. This touchpoint surfaces in the flow at 01 · Build Path Picker.

Theme-application codegen. Generated theme tokens become client skin code. This is the code-side companion to the creative cluster's theme tokens, and it depends on the shared client shell (build-changes #1) for the same reason: without a shell that reads tokens at runtime, "apply the theme" means hand-editing a forked client, which no model should be trusted to do silently. With the shell, theme application is a small, reviewable token-file write.

Config drafting — the propose → simulate → prove loop. This is the single most important guardrail in the technical cluster, so it gets its own inline flow. A model may draft config deltas from intent, but it never asserts the resulting RTP. The number is established by the Math-Sim simulator replaying the certified RNG against the config; only the math owner's approval of that proof lets the RTP-sim gate pass. The model's role ends at "here is a config that might hit your target"; proof is the simulator's job. See 02 · Mechanic setup for the config-intent surface and 04 · Launch Lab for where proofs are exercised.

1 · Model drafts
"High volatility, max win ~800×" → draft config deltas (multiplier ranges, thresholds).
proposes only — no RTP claim
2 · Math-Sim runs 10M rounds
Simulator replays the certified, locked RNG against the draft config to measure RTP, volatility, and max win.
deterministic — the sim PROVES
3 · Math owner approves
A human reads the proof artefact and approves; only then can the RTP-sim gate pass.
named human · audited

The 10M-round figure is illustrative of a proof-grade simulation run. The point is structural: a generated number is never a certified number — a simulation is. Note the open compliance question on whether simulating against the certified RNG carries recertification implications (architecture · open questions); the simulation harness itself does not exist yet (build-changes #5).

Validation explainers. On a failing gate, the model can produce a plain-language explanation of why it failed and what would fix it — the "Explain" half of the step-5 affordance. This is read-only: the Validation agent surfaces and explains, then dispatches a specialist for the actual fix (vision · step 5).

Info-sheet generation, both directions. The Info-Sheet agent runs forwards and backwards. Forwards (step 8): spec + sim proof + approved assets → a generated game info sheet and the cert-pack evidence narrative. Backwards (step 1): an uploaded PDF or screenshot set → extracted manifest fields with confidence, prefilling the spec for correction. Both directions are gated — compliance on generation, the builder on extraction — and neither is silently authoritative. The extraction direction has a full worked example at Import · Golden Galleon.


Guardrails — where generative AI must not act

Hard lines: there are places a model is never allowed to touch
The zero-engineering promise does not extend to the parts of the system where being wrong means cheating a player, mishandling money, or breaking a certification. Generative AI is excluded from these by design, not by convention.
The provenance rails already exist GROUNDED · matches main
This is not new machinery to build. Every write an agent makes is attributed to a named MCP bearer-token principal and committed in the same atomic batch as an append-only row in the audit_log table — the repo.as(actor) pattern in packages/core/src/repo.ts. Human approvals ride the existing comment-as-handoff channel. A generated artefact's prompt, model, version, and approving human are exactly the kind of record these rails already carry. See architecture · the agent workforce.

The autonomy ladder

Autonomy is not a property a touchpoint is born with — it is earned, per-touchpoint, by track record. A model starts assistive, and only climbs as its outputs prove reliable against the gate they sit behind. Promotion up the ladder is never assumed.

Assistive
The model proposes; a human does the committing. Vision extraction, mechanic matching, copy candidates, theme tokens sit here.
Trust required: low. Human is in the loop on every output.
Autonomous · gated
The model produces a complete artefact, but a named human approves it before it counts. Art, audio, localisation, config proofs, codegen, info-sheet/cert-pack drafting sit here.
Trust required: medium. The gate is the safety net.
Autonomous
The model acts without a per-artefact gate — reserved for low-stakes, high-confidence touchpoints with a proven record. Nothing starts here.
Trust required: high, and earned. Promotion is per-touchpoint.

The principle: a touchpoint moves from assistive to autonomous · gated to autonomous only by demonstrating a clean track record behind its gate — and a touchpoint that affects money, randomness, or a certification claim never reaches the top rung regardless of record.


Where it surfaces in the Builder

This section is a directory, not new design — it maps each generative-AI touchpoint to the place it appears in the Builder UI. Every entry is described in full on the page it links to.

Prompt-seeded generate buttons
In the step-4 asset slots — the key-art mock above is the pattern; each slot (tile, sprites, audio, theme) gets a Regenerate / Approve surface seeded from the spec. See vision · step 4.
"Do it for me" / "Explain"
On every failing gate in the validation panel — dispatches the matching agent or explains the failure in plain language. See vision · step 5.
Import drop-zone extraction
On the Import build path — uploads are parsed into manifest fields with confidence tags for review. See Import · Golden Galleon — extraction.
Config-intent box
In step 3 — plain-language intent becomes draft config deltas, then goes through the propose → simulate → prove loop. See 02 · Mechanic setup.
Agent activity feed
Shows model runs like any other agent work — claimed, running, needs-review, approved — with no special-casing for "AI". See architecture · the agent workforce.