House House published an AI section in the Big Walk FAQ (archived copies suggest it was added some time after October 23, 2026) and sent the same statement to the press. The key lines:
“In the final stretch of Big Walk’s development, LLMs were used sparingly by House House to help work through difficult technical challenges and bugs.”
“In some cases, snippets from LLM responses were copied as a starting point to be modified into game code—we’d estimate that well under 0.1% of Big Walk’s code had anything to do with this usage, and generative AI was not used in any other context when making the game.”
The studio says the main use was research: asking chatbots about problems in third-party code. Its example was a Unity Universal Render Pipeline (URP) bug where shadow casters behind the player were treated as infinitely far away, making the game run about 50% slower for roughly 20 seconds at sunrise and sunset. A chatbot suggested a fix, which the team heavily modified. The final change was about ten lines of code inside URP.
That kind of chatbot help runs on the same large language models covered in our guide to Anthropic’s Claude models and other AI labs.




