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Game dev harnesses help LLMs handle non-code assets

A game programmer with nearly 15 years of experience shared a presentation titled "Your Game Is A Harness" at Indie Rodeo in Calgary on 9/12/26. The author argues that Large Language Models (LLMs) struggle with game development not because they lack coding ability, but because games contain significant non-code elements that are opaque to AI. While LLMs perform well on web stacks due to abundant…

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Key points

  • LLMs fail at games because non-code assets are opaque to AI models.
  • Context engineering is required to prevent pollution in LLM sessions.
  • Game harnesses make assets legible to AI agents for better dev workflows.

The core issue is identified as a context problem. LLMs rely on context windows, and if the input is polluted or lacks clarity about the game's structure, the model cannot reason effectively. The author introduces the concept of a "harness," a set of patterns and tools that makes a game legible to AI agents. By converting opaque game components into addressable data, developers can guide LLMs to work within the specific constraints of their project.

This approach moves beyond one-shot demos to support real, daily development workflows. The author emphasizes that managing context and reducing pollution are key to making AI useful in game dev. The post is a human-authored reflection on a talk, clarifying that the content is not AI-generated, and aims to share these engineering practices with a broader audience beyond the conference attendees.

Full story from kylekukshtel.com · via Hacker NewsOpen source ↗

How to engineer an AI harness for game development

kylekukshtel.com · 10 October 2026

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This text was published by kylekukshtel.com. It is reproduced here with attribution so you can read it in full; the rights remain with the publisher. Read it at the source ↗

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