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"AI will build a AAA game in two months" meets The Door Problem

SummaryA viral Nov. 8 post from AI game-studio founder Di Huang pushed back on friends who think AI can ship a AAA game in a couple of months. His evidence: game designer Liz England's 2014 essay about how many decisions hide inside a single door.

· MODEL Editors · 2 min read

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MODEL two-panel cartoon on a cream background. Headline: "AI will ship a AAA game in two months." Subhead: Meanwhile, Sprint 1, Day 1, ticket #1: "add a door". Left panel, THE PITCH: a whiteboard reading AAA GAME, built by AI, 2 MONTHS, and a grinning generic cartoon person in a blue shirt saying Easy. Doors are solved. Right panel, THE FIRST DOOR: a plain wooden door covered in sticky notes: Can the player open it? Locked? Key? Puzzle? Hack? Player 2 is in the doorway. Does the mini-boss fit? Do enemies run out of it? Locks behind both players? Sound changes w/ facing dir? Can it wear hats? -char. art. A red bar below reads ETA: 2 MONTHS. FOR THE DOOR. Footer: Questions paraphrased from game designer Liz England's 2014 essay The Door Problem. Generic cartoon, not a likeness. Watermark MODEL · readmodelmag.com.
The sticky-note questions are paraphrased from Liz England's 2014 essay. Generic cartoon, not a likeness. Illustration by MODEL; no real faces or logos. Illustration by MODEL. Original. Image source.

What happened. On Nov. 8, Di Huang, who describes himself on X as CEO of ohmygame.ai, an open-source AI studio for making games, posted: "Some of my friends think AI will make it possible to build AAA games in just a couple of months. I think that seriously underestimates how complex game development is." He said he points those friends to game designer Liz England's essay "The Door Problem," calling it "a great example of how much thought goes into game design." (X (opens in a new tab)) By Sunday evening the post showed about 330,000 views and more than 4,300 likes on X, with replies split between "AI can just solve this" and game developers listing their own door problems.

What the essay says. England's piece, posted April 21, 2014, starts from one premise: you are making a game, and it has doors. Can the player open every door, or are some decoration? How does the player tell the difference? Are doors locked, and does the player need a key, a console hack or a puzzle? Do enemies run in through them? Do doors lock behind the player, and what if there are two players? Is the door big enough for co-op partners, allies and larger mini-bosses? "SOMEONE has to solve The Door Problem, and that someone is a designer," she writes. She then walks through how every other role touches the same door, from the sound designer to legal to the character artist who doesn't "really care about this door until it can start wearing hats." (Liz England (opens in a new tab))

Why builders should care. The essay is about decisions, not typing. AI coding and asset tools can make a door faster. They do not decide which doors open, what the player is told, or what happens in co-op. The same is true outside games: an agent can build the feature, but someone still has to write down how it should behave and check the edge cases. If you're scoping an AI-built project, list your "doors" before you trust the timeline.

Caveats. This is a debate on X, not a study. Huang runs an AI game studio, so he isn't arguing against AI tools, only against the two-month AAA timeline. View and like counts are approximate and were checked on Nov. 8. Not tested by MODEL.

Disclosure: Not sponsored. No affiliate links. Not tested by MODEL.

MODEL Editors

Sources

  1. Di Huang on X: AI, AAA games and "The Door Problem" (Nov. 8, 2026)

    X (@dihuang111)

  2. "The Door Problem"

    Liz England

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