In 2025, Merriam-Webster named “slop” the “Word of the Year.” This was in reference, of course, to AI. They define slop as “digital content of low quality that is produced usually in quantity by means of artificial intelligence.” Those who call this phenomenon a failure of artificial intelligence ignore the real issue. The machine isn’t the problem; the problem is the human intent behind it. Slop existed long before AI.
Too often, people treat artificial intelligence as if it were a magical slot machine. You feed it a few words, pull the handle, and something finished drops out. And I understand why the picture sticks, because there really is a version of this that works that way: the quick generation nobody worked, the thing made to be glanced at once and thrown away. That version is real. But it isn’t what happened here. I’ll let you decide what the difference is worth.
I’m very proud of First Light. I had a budget and a team. The budget was $261.97 and the team consisted of Claude Opus 5 and Fable 5, ChatGPT Images 2.0, Suno v5.5, and Eleven v3. Managing this many distinct models defies the slot machine metaphor. I wasn’t pulling the lever; I was engineering a system.
Of course, composers would have created better music; illustrators better art. But there were no composers and no illustrators, and there were never going to be. The alternative to using artificial intelligence wasn’t a better game made by better people, it was no game at all. I won’t claim that’s true everywhere these tools get used. But it’s true here.
Either way, you wouldn’t ask your developers to create images, you wouldn’t ask your artists to write music, you wouldn’t ask your musicians to do voiceovers, and you wouldn’t ask your voiceover artists to write code. If you did, you’d end up with slop, just the human variety. AI slop comes from using the wrong tools for the job, and embracing a hands-off approach. With First Light, I used the entire toolset I had available to me, and I was anything but hands off.
The creation of this game was insanely fast: 32 days to build it. In that time, Claude Code compacted over 100 times. That’s over 100 million tokens from Claude alone, roughly the equivalent of rewriting a novel-length manuscript 800 times over. Then I spent three more months to get to version 1.0.0. That part wasn’t fast, and it wasn’t supposed to be.
I put in real work with Suno, too. First Light has an in-game soundtrack of 64 songs. I matched the songs to the levels they play on. Motifs run through the game, tied together by the level art and the music. It took me over 600 attempts to get the 63 that were right for the game. The 64th track, titled “There You Are,” was an outlier. I generated over 150 songs for that track alone, 96 in a single day; it had to be perfect. Bias aside, the result isn’t slop of either variety; I find it incredibly moving.
The level design started with 132 Claude-generated placeholders; not one survived. I rebuilt every level, brick by brick, using some very advanced technology: Microsoft Excel. The most useful thing Claude did here wasn’t the generating. It was giving me something I really needed: a beginning. The blank page is the expensive part. Not because starting is hard in some abstract way, but because the first version of anything is the one you must be willing to throw away, and I’m hesitant to throw away something that cost me a week, much less a month. 132 boards that cost me nothing were 132 things I could delete without flinching. That’s not the machine doing the work. It’s the machine removing the sunk cost so the work can happen.
The story came from a conversation with Anthropic’s models, beginning with ten ideas. I narrowed them down to three, and then finally the one you discover in the game. We broke the script into 141 segments. I created dozens of voices in ElevenLabs before settling on the seven distinct voices used in the game and its trailer. I regenerated each of the 179 takes until it carried the inflection the level needed. I prompted ChatGPT multiple times to hold the story’s characters consistent across all four paintings for the “boss” levels.
This might sound like an apology or a defense for my use of artificial intelligence to create First Light. It isn’t. The point isn’t rationalization; it’s illustration. We can use AI in creative works meant to persist rather than for one-shot disposable outputs. When you conflate the two, when you attempt to use AI as a slot machine, you waste time and money. Not all human-generated content is good, and not all AI-generated content is slop. Of that, I hope we can agree.
I don’t have a tidy law to leave you with. I’ve just got a game and the facts of how I made it. It wasn’t made by the machine, fast and untiring as it is. A machine that never once got irritated when I said, “Move it two pixels over. No, one back. No, put it back the way it was.” Nothing was generated and walked away from. Every line, every board, every voice take, every mechanic was worked until the thing I had envisioned in my head was on my screen. You can see it, you can hear it, and I hope you can feel it.
Slop was never a question of what made the thing. It’s a question of whether anyone stayed in the room while it was being made. I stayed.
First Light wasn’t generated. It was built.
— Jonathan Mellette, August 4th, 2026