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AI in game productionscript review · CG composition · music references

Rejet · Jan – May 2026

Agent · Gemini API · Nano Banana · Antigravity · MIDI

Sole owner: self-teaching and tool selection, requirements and PRDs, development, resourcing and rollout

Background

Otome games run on very large volumes of script, CG and music: proofreading and risk review of a million-character script took three to five writers and me two to three weeks per pass, chapter by chapter, and every CG needed an approved composition draft before it could be assigned.

Challenges

In early 2026 agents were not yet widespread and the company had no AI experience to draw on; hand-drawn art is the core asset of an otome game, so AI could only support the process.

Solution

  1. Self-taught from zero: learned agents alongside my project-management work, moving from chat-based AI to agent workflows, and handled requirements, PRDs and development myself.
  2. Scripts: built a fully automated proofreading pipeline in which Antigravity splits each script and feeds it into my own tool, which flags risks reviewers tend to miss and lists them by scene number, leaving every edit to the writers.
  3. CG and music: batch-generated composition references from character sheets, final designs and costume art for artists to redraw, so final art stays hand-drawn; for music, evaluated open-source models and switched to programmatic MIDI references.
  4. Securing resources: wrote the resource requests, with per-image cost estimates and usage controls, and obtained model accounts and access to project files.

Impact

Script review went from two to three weeks to one or two nights; CG pre-production moved from reference hunting and hand sketches to batch-generated composition references; the music references set the tonal direction for pre-production. On the strength of this work I moved from project management to AI engineering lead.