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GenAI clarification

A topic by threapchills created Sep 19, 2025 Views: 703 Replies: 11
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Regarding rule 13: "13. No generative AI allowed. Entries using generative AI will automatically be disqualified.

This feels hastily tacked on as an afterthought, and needs some clarification.

Given that generative AI is already integrated into most common IDEs, CLIs and even common dev. tools like photoshop and MS word, there is no way to know whether generative AI is used. Where do you draw the line? For example Photoshop has Generative expand,  so if anyone uses photoshop are they now disqualified?

The rule doesn't make sense in 2025.  Where is the threshold, where is the burden of proof?
The way I see it ALL game devs use GenAI in 2025, one way or another, even if they don't like to admit it, or are possibly unaware that it's Gen AI under the hood.

I'm vibe coder and solo dev, and since GenAI is an integral part of my workflow on multiple levels, so are devs like me simply automatically excluded? 

Submitted(+2)(-1)

I do not. At all.

Submitted(+2)(-1)

If generative ai is integral to your workflow then you can't participate in a competition with a rule that explicitly states generative ai is not allowed...............

Host

Like every other rule we cannot check and will not check. We rely on people to self report whether they are students, we are not going to phone universities, we are relying on people to follow the spirit of the rule. And the same applies to the use of generative AI.

It is difficult of course to avoid including generative AI in the BROADEST definition in 2025. And obviously we aren’t going to be disqualifying anyone from using autocomplete (or something similar). 

But in the narrow definition of generating large parts of the game based off of prompts, where the work done is not enough garner you the copyright for the game, then you would be absolutely disqualified.

Yes, it’s a fuzzy line. And we’re sorry we wrote the rule with so much grey space.

But you should be able to figure out which side of the line you fall. Just like a team with a mix of students and hobbyists is expected to figure out which category they most fairly fall into.

Though it’s sounds by the description you have provided that you are disqualified.

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Thank you for the candid response and for clarifying the spirit of the rule.

I understand the distinction you're making between minor assistive tools and generating core, copyrightable assets. On that point about the 'grey space', I believe it highlights a challenge to the jam's goal of being a welcoming space.

To be candid, reading that my integral workflow disqualifies me was disheartening and has made me feel quite isolated from a community I really wanted to become a part of. I suspect I'm not alone in this.

For many developers in 2025—especially solo devs, neurodivergent creators like me, or those without traditional art skills—generative AI is an essential accessibility bridge.

A rule that doesn't account for this risks unintentionally closing the door on the very people you aim to support. Furthermore, if the core mission is to get more South Africans making games, it seems vital to embrace the technologies that are fundamentally democratising the development process.

For a solo developer, these tools can be the difference between a finished game and a frustratingly abandoned project. Allowing their use could empower more people to participate and complete their first game, directly serving the jam's primary objective.

While I understand and respect the ruling for this year (and I accept, with sadness, that I must take my name out of the hat for this jam), perhaps for future jams the organisers might consider an 'AI-Assisted' category? This would allow the jam to maintain a space for traditional development (with an even playing field, competition-wise) while explicitly welcoming and making a home for the developers who are leveraging these new, powerful workflows.

Thanks again for your response

Submitted

I'm sorry but this is unacceptable and very disingenuous for you to weaponise solo devs, neurodivergent creators, and those without traditional art skills as people who are disadvantaged in this jam - and, by extension, implying that they are less than in general. That is not true at all for the jam. In previous years, people meeting all these descriptors have won categories and possibly even the main categories. (I'm not going to question who may or may not be neurodivergent but both solo devs and those without art skills have won major prizes.)

Speaking as a tech/games journalist now, and not a game dev, the local dev space is incredibly welcoming, although I will concede that it is far more comfortable at in-person events for extroverts; if you are an introvert, such as I am, it's something you just have to learn to push through, just like in the rest of life. I started participating in jams and started working on my various skills because the South African space was welcoming and people are very quick to share their knowledge and give you helpful feedback. I decided I wanted to cross over from being a person who observes the community and writes about its activities to a person who is part of the community and participates in its activities.

Now talking as a dev, I am very proud of the progress I have been making since I started making games. I participate in multiple jams every year and sometimes it goes very well and sometimes I bomb out and end up with a mess. (Admittedly, it is difficult - for me, at least - to finish something in 48 hours but for jams (Global Game Jam notably) that stipulate this I still try my best.) The purpose of jams is not about winning the money, it's about challenging yourself to make something and learn something. In some it's also about community (I presume that's what happens in this jam's Discord but I don't use Discord so I haven't seen it; before the pandemic the in-person jam spaces were really fun spaces and the best experience for me was the year I participated in the SA Game Jam in a team of absolute misfits (in the best way) who had never worked together and we ended up with something marvellous.)

One of those lessons is always about scope creep, and it's a very important one. I try to focus on at least one of my skills in every jam and have a personal rule to make something that has a start and a finish so that someone can play through to an (or multiple) ending(s), even if I have to leave out a lot of what's in the middle to do so (that's also one way to manage scope creep).

You obviously can write, so you immediately have the personal tools to create a text adventure. "Narrative" is one of the categories in this jam and although it doesn't mean "text adventure" - a fully graphical game can also have a strong narrative - it's a way for anyone to start and it's a goal that anyone can aim for. Same with "humour". Similarly, there are arts prizes (art, audio) for people who feel they can't really string a good story together but they can make pictures or sounds. Finally, there's the technical excellence prize, which is best awarded to coders but can suit all sorts of conditions since narrative, art, and audio all also showcase technical proficiency. Everyone is catered for in this jam; category wise it's one of the most inclusive jams in the world.

If you are serious about wanting to join this community and about making games you will be taken seriously if you step away from generative AI and vibe coding and actually focus on learning how to do things for yourself. (This is also true in the greater international game dev community where generative AI and vibe coding is not respected at all.) Everyone here has the skills they have because they've been working on them. Everyone started from nothing, they may just have been doing it for a very long time (often childhood), which is how many skills start. I had never drawn any pixel art in my life, bar some high school dabbling, until six years ago. It's just something I had always wanted to do but never did. I've been working on my skills all this time, training myself, watching instructional videos, reading articles, picking through people's work. I'm really proud of the progress I've been making. I also know I have a long way to go. Although I am a professional writer, it's all been fact based. Consequently, I've spent the last few years working on my narrative writing skills because I don't have much of a body of work in that area. I have a complicated coding history that I'm not going to go into but all I've been able to bring with me into games are the principles ("What is a variable? What is an array?"), plus HTML/CSS/JavaScript knowledge, which works in Twine. I have coding goals that far exceed Twine and Bitsy, which are the main engines I use. I will get there when I get there. It's all been intention and it's all been effort - but I will do the work myself.

You have to put in the work. That's what this community respects because that's what everyone else here has done. If you do, all the doors will be open to you. There is also a massive personal satisfaction in learning, and then improving, a skill. I really would encourage you not to short change yourself with that experience either.

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Thanks sharing your perspective and detailing your journey. I respect the dedication you've put into your craft, and I agree that there's immense satisfaction in mastering a skill through effort. 

However, the belief that "putting in the work" and using generative AI are mutually exclusive is a significant misconception, often held by those with limited exposure to GenAI-assisted workflows.

To be clear, in my case, I'm actively learning and improving my traditional coding, art, and writing skills alongside my generative AI skills. I too have aways to go.  In my view, generative tools are a new type of brush; they don't replace the old ones, but add to the toolkit.

One path does not invalidate the other.

This binary view also assumes everyone has the same reservoir of time. As a single father with three children, my time is (very) finite. I know I am not the only one with a life outside of games, and everyone has something big in life that keeps them busy, be it family, work, disabilities etc. But it must be said, for me, and for many others with significant life constraints, GenAI tools aren't a shortcut to avoid work; they are an essential form of accessibility that makes game creation possible whatsoever at any sort of reasonable time-scale. 

A truly inclusive space must also understand that neurodivergence isn't a single category, but a blanket term for a wide spectrum of experiences. Like you, I have immense respect for the neurodivergent folks who have managed to beat the odds and achieve success at the previous game jams. However, an inclusive community must also welcome the creator for whom - due to their specific neurotype - generative AI is an absolute lifesaver.

This is the nuance that Rule 13 misses. My earlier suggestion for a separate 'AI-Assisted' category was intended as a practical solution to this, preserving the traditional challenge while also making a dedicated space for these new workflows. I sincerely hope the organisers will consider it. 

It may be worth aligning the public messaging with this rule. I was drawn to this jam by the welcoming and inclusive marketing I saw on social media,  only to find that I am in fact excluded. For future events, clarifying the stance on AI-assisted development upfront would help manage expectations for the many creators who now consider these tools a standard part of their kit.

And I totally feel you on the "It's not about the money but the learning and the community" thing. This is precisely why I am being upfront about my workflow and seeking clarification -even though my work is borderline, and definitely IS commercially viable and  copyrightable. Even so I respect the spirit of the jam and as such am taking myself out the running.  

Submitted(+2)

We are going to have to disagree but I have already given over 30 minutes of my precious game dev time to this so I am not going to continue any further, bar saying that you do not need to leave the jam. You are choosing to exclude yourself. You can open Twine and write a text adventure over the next 66 hours that requires absolutely no coding or art and it will be just as welcome as any other kind of game. You are choosing to build these limitations around yourself and then trying to justify the solution to your self-imposed predicament as being something that this community strongly stands against and, again, also weaponising neurodivergence  in the process. This community is full of neurodivergent people. It's one of the broadest communities in the country.

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[I put a reply here in the wrong place so I've deleted it.]

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I'd like to throw my 2cents in.

I am very artistically challenged as in I can't really draw much (and the games that I have submitted will show this properly). I am a programmer by day, so learning and writing GDScript for Godot engine was the easy part. Thinking in loops, logic and data structures comes naturally to me. But give me a pencil and a blank sheet of paper and I don't know what the heck I am doing... To work around this problem, I generally make 2d pixel art for my games. Instead of me looking at this as a severe limitation or disadvantage, I use it to make my life easier. I know it is going to be badly animated or badly drawn, so I try and come up with ideas that doesn't require a lot of artistic talent.

Recently I managed to get a 2nd place game in a small game jam with my game Splitality (which you can check on my profile). The two player controlled characters are literally  squares with some color modulation on them. The game turned out to be very fun even with it's very minimalist art style.

When I saw the theme for this game jam, I was racking my brain for probably 2 hours to think about how can I be the monster. Eventually I decided I am going to build a game where you are a great white shark, eating divers that go shark cage diving. But because my artistic skills are what they are, I was thinking about how I could make this actually look like a shark. I decided to get onto youtube and look for some sprite animation tutorials. What I found instead was a video of a guy "rigging" a shark in blender. But I don't know blender, so off to the blender tutorials I went. Long story short, I finally got a low poly shark made, made a basic mesh generator for the seabed, but once I realized how empty things looked. I started modeling more "rocks" eventually I put those rocks into my level and realized that this will take me six weeks to do... I was done for, nothing could save this and 24 hours have already passed by with me modeling sharks, building the mesh generator and going down the blender tutorial rabbit hole.

I then decided that maybe I can salvage my situation by just building a very small city block in blender and having a "monster" destroy that. This is the game that I submitted for the jam. With no art skill (which again shows in this new game) I have managed to submit a game that I essentially built in +-24 hours. The best part about it isn't the game that I delivered, although I quite like it and my kids had fun being voice actors for me, the best part was that I have learned "just enough" blender to start making 3d models and animating them instead of having to struggle with art. For me this is what the jams are about, being presented with a theme, and a timeline and you having to find a way to make those things work.

I have had so much fun in this jam regardless of the outcome. I made a "song", I learned how to do some basic 3d modeling and most of all had some super laughs with my children about their voice acting.

I use copilot at work almost every day, I like to use the jams as a break from copilot and to just goof around with silly ideas. I am here for the learning experience, the fun in playing other people's creations and watching some people achieve such good results in such a short space of time. 

I have seen some jams where AI is part of what is allowed and even some where the whole jam is about using AI to partake. Maybe if your workflow is so heavily dependent on AI, those jams will suit you better. I would probably still have enjoyed playing your creation even if I knew you used AI because I am very aware of how much work it takes to keep AI on track and coherent. But I also feel that you shouldn't exclude yourself because you have a limitation in one area. Most of us have limitations in specific areas if we are honest.

I seem to have lost track of where I was going with this. But I wrote it so I will post it.

Submitted

Game jams are a great place to get to know other game makers in the community and then team-up with people with the skills you lack. I'd argue that clinging to being a "solo developer" is the problem that you're patching with AI, which simply is against the spirit of participating in the first place.

I encourage you to seek out some teammates.

Submitted

I took it as a challenge to try relying on AI less as a full-time software developer; so I saw it as a great challenge. Sure, it's everywhere, in every IDE at this point, so it was a tougher challenge. I'm just glad I could get as far as I got while avoiding GPT - shouldn't have decided on a whim to use GDScript though.