Full paper · 2026

Generative AI in Game Development: A Qualitative Research Synthesis

Ternar, D. A., Denisova, A., Cunha, J. M., Kultima, A., & Guckelsberger, C.

ConferenceCORE conference ranking: CORE A*Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems (CHI'26), 2026

Teaser figure: Generative AI in game development, a qualitative research synthesis of 10 studies. Nine themes are shown with icons: human-in-the-loop refinement, ideation scaffold, contested efficiency claims, pipeline and integration, socio-technical role, access and adoption, risks and ethics, governance, and authorship.
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In short

Generative AI is changing how games are made, but the early qualitative studies of its use are scattered and rarely build on each other. We brought together the qualitative research published between 2020 and 2025 using meta-ethnography.

Key findings

  • Ten eligible studies were synthesised, found through a systematic search following PRISMA-S guidelines.
  • The synthesis identified nine overarching themes about generative AI in game development.
  • We give recommendations for practitioners, researchers and policymakers, and relate the findings to wider changes in game production.

The nine themes

  1. Human-in-the-loop refinement as the production norm
  2. Early-stage ideation scaffold, not autonomous authorship
  3. Efficiency claims contested
  4. Pipeline, integration, and artefact constraints
  5. Socio-technical positioning: assistant, colleague, partner
  6. Access, democratisation, and adoption
  7. Risks, ethics, and labour precarity
  8. Governance of practice and workflow friction
  9. Authorship, materiality, and aesthetic consequence

Recommendations for practice

  • We recommend to treat integration as a first-class design problem.

    Pipeline, integration, and artefact constraints

  • For both research and practice, the implication is to design for assistantship as the durable baseline.

    Socio-technical positioning

  • Democratisation should be treated as a conditional process rather than a guaranteed outcome.

    Access, democratisation, and adoption

  • Risk management should be treated as a primary design and governance concern.

    Risks, ethics, and labour precarity

  • Governance should be treated as a design object in its own right.

    Governance of practice and workflow friction

  • Authorship policies must be medium-aware.

    Authorship, materiality, and aesthetic consequence

Read and cite

APA citation

Ternar, D. A., Denisova, A., Cunha, J. M., Kultima, A., & Guckelsberger, C. (2026, April). Generative AI in Game Development: A Qualitative Research Synthesis. In Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems (CHI'26) (pp. 1-24).

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