Mr Pham Hong Nhat, Associate Lecturer in Game Design program at RMIT Vietnam, said: "In our game development teaching at RMIT Vietnam, we have explored this question at two different stages of creative practice.
"During pre-production, we have used AI as a Socratic interrogator rather than an idea generator. Students bring their own concepts, references and intentions. The tool is asked to probe assumptions: Why should this environment exist? What does this visual choice communicate? What cultural material is being used, and has it been researched carefully? What consequence follows from this mechanic?"
Rather than allowing AI to become a shortcut around thinking, this approach uses the technology to challenge students beyond shallow thinking. When a student’s proposal is vague, the system can ask “why?” on almost every line. The student must still decide which questions matter and what the answers mean.
During production, lecturers in RMIT Vietnam’s Game Design program have adopted a different approach. Mr Dodick Zulaimi Sudirman explained that in Game Design Studio 5 course, students were introduced to a documented workflow for code assistance: Specify, Plan, Execute and Verify.
"The specification and plan are not disposable prompts; they are evidence of the student’s intention. Execution is bounded, and verification is a required act rather than an optimistic glance at whether the game launches" he added.
The workflow places four responsibilities back on the human creator: delegation, deciding what can appropriately be handed over; description, expressing the desired behaviour precisely; discernment, judging whether the output is correct, safe and appropriate; and diligence, testing, disclosing and reflecting on the process.
These responsibilities matter because AI does not remove creative difficulty, instead relocating it.
When code, images and concepts can be produced quickly, making more is no longer the same as making well. The scarce capabilities become judgment, taste, context and the willingness to stay with a difficult idea long enough to understand it. AI can accelerate production, but it cannot supply a compelling reason for a game to exist.