Kilo

How Kilo is made

Kilo is openly built with AI help, and that’s part of the story.

  • One designer. I design and play-test the game, and I make the final call on everything.
  • Two AI helpers. One works directly inside Unreal Engine, building Blueprints, materials and level pieces. The other plans each step, checks the work, keeps the project’s history safe, and measures performance.
  • The crew has names. Around here they answer to Cadbury (keeps the plan), Gilfoyle (engineering), Bachman (research) and Jared (checks everything twice).
  • A human checks it. Nothing counts as “working” until I’ve played it, and nothing on this blog goes live until I approve it.

This note will be kept in line with the AI disclosures on the game’s store page and crowdfunding campaign.