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.
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.
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.
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.
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.
c1/c2 colour pair, mechanic mood, jurisdiction copy constraints.variant.meta.json (gaps); target is a theme-token file read by the shared shell.client/src/assets.ts; target is approved assets in R2 referenced by token.
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.
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 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.
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.
packages/game-rng — a SHA-256 hash-counter CSPRNG certified under GLI-19, with src/provably-fair.ts locked by CERTIFICATION.md and a BUILD_HASH verified at deploy. No model touches randomness. Config drafting changes the parameters around the RNG; it does not, and cannot, alter the RNG itself. The recertification question around even simulating against it is flagged open at architecture · open questions.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.
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.
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.
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.