The critical thing here is that AI, in its current form, can't give you solid foundations. So far all interesting non-slop success stories with AI that I've seen is where all the strong core was already in-place, and AI was following the patterns without being able to screw much.
Which, I want to stress it, doesn't mean that AI can't help you with optimization work. It's just when you optimize a turd you'll get optimized turd, and if you don't know what you're doing you won't even know that you have a turd.
when I started writing my engine, my expectation was that it would take 4 to 5 years to get it to a level where everybody could use it.
instead it took 18 months, and that's because I only even started using AI code in July, after Fable 5.
the actual core runtime of a game engine (the part that actually matters), can be written by hand by an experience programmers in a couple of months give or take.
the problem is the sheer amount of glue code you have to write to make it usable: editor code, serialization code, supporting different graphics features per platform, refactoring systems to make sure everything works together without impacting performance, the list goes on.
that kind of code is neither fun to write nor an exercise in technical thinking, and it made up 70% of the work before.
now we have automation for a big part of it. not for the thinking part imo (Fable knows every trick in the book but it seems to struggle with deciding what to do with it), but for the manual work that came after it.
this will simultaneously unlock incredible progress, and incredible disruption. programming doesn't look the same, jobs don't look the same, running a company doesn't look the same. we will have to figure out the new normal in the upcoming years.
do I miss writing code? every day. I went through rough times this year trying to come to terms with this new reality. part of me wants it back, the other part is excited about what the future will look like.