i'm pretty convinced that if you look at the cadence and tempo of updates on Steam among actively developed games that one could probably make pretty good guesses about which groups are using LLMs internally.
Doesn't prove anything, lots of stuff changes development house tempo, but to anyone watching things as a whole updates across steam games in active development are 1) quickening 2) narrowing 3) becoming predictably scheduled ; all of these point to more than just a single group refocusing on the work at hand.
I think builds are getting pushed out a lot quicker, and personally I know of a lot of anecdotes where groups' entire build and output chain are handled by LLMs invoked by cron (or a clone). That alone will add a lot of regularness to things.
Doesn't prove anything, lots of stuff changes development house tempo, but to anyone watching things as a whole updates across steam games in active development are 1) quickening 2) narrowing 3) becoming predictably scheduled ; all of these point to more than just a single group refocusing on the work at hand.
I think builds are getting pushed out a lot quicker, and personally I know of a lot of anecdotes where groups' entire build and output chain are handled by LLMs invoked by cron (or a clone). That alone will add a lot of regularness to things.