Big Walk does use AI. The useful question is how much, where, and what the studio has actually confirmed.
In an answer added to the game's official FAQ, developer House House says large language models were used "sparingly" during the final stretch of development to work through technical problems and bugs. The studio estimates that "well under 0.1%" of Big Walk's code had anything to do with that use. It also says generative AI was not used in any other context when making the game.
That is narrower than the worst version of the rumour and broader than a flat denial. Here is the full picture, based on the studio's own statement, the original reporting, and the awards dispute that pushed the disclosure into public view.
The short answer
- Did Big Walk use AI? Yes. House House used LLM chatbots for coding help and bug research late in development.
- How much? The studio's estimate is well under 0.1% of the game's code. It is not an independent audit or a published line count.
- Did AI make the art, writing, voice, or music? No, according to the studio. It says generative AI was not used in any other context.
- Was the use disclosed on Steam? No. House House says Steam does not request disclosure of code or chatbot usage.
- Who made Big Walk? House House, the studio behind Untitled Goose Game. Panic published it. The game launched on August 4, 2026.
What House House actually said
The primary source is the official Big Walk FAQ, not a screenshot or a social media summary. The answer is titled "Was AI used to make Big Walk?" and begins with this paragraph:
"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."
House House, official Big Walk FAQ. Accessed November 13, 2026.
Two details matter more than the headline number. First, the studio describes a coding assist, not a content pipeline. Second, the wording is "had anything to do with this usage," which is deliberately wider than "was written by an AI." We will come back to that distinction.
What the AI was used for
House House says the main use case was researching problems in third-party code through chatbots. The studio gives one concrete example, and it is worth understanding because it shows the scale of the work.
The shadow-casting bug
Big Walk needed to cull shadow casters by distance from the camera. The version of Unity's Universal Render Pipeline the team used could only cull them by distance along the camera's forward direction, so shadow casters behind the player were being rendered at an infinite distance. According to House House, that made the game run about 50% slower for roughly 20 seconds at sunrise and sunset.
The team read the pipeline code and asked an engineer at Unity. House House says the engineer asked around and concluded the change was not possible. An LLM chatbot eventually suggested a possible fix. House House says the suggestion had to be modified extensively, but it worked, and amounted to about 10 lines of code inside Unity's render pipeline.
That is the shape of the disclosed use: a debugging assist on an engine-level problem, not a model generating quests, dialogue, art, level layouts, or voice lines. The studio says snippets were copied as a starting point and then modified into game code.
What "under 0.1%" does and does not mean
The percentage is easy to repeat and easy to misread. Here is what the statement supports, and what it does not.
- It is an estimate, not a measurement. House House did not publish a line count, a file list, or an audit. Converting "well under 0.1%" into a precise number of lines would be guesswork.
- "Had anything to do with" is broader than "generated by." The phrase could cover code that was researched with a chatbot, copied as a starting point, or later rewritten. It does not mean 0.1% of the finished game was generated end to end.
- The code was modified. House House describes LLM output as a starting point for game code, not a final asset dropped into the build.
- The figure covers code only. It says nothing about art, animation, writing, voice, music, or design. For those categories, the studio makes a categorical statement: generative AI was not used in any other context.
- A percentage of code is not a percentage of the game. Code volume is a poor proxy for creative work, development time, or how much of the final experience was assisted.
Some headlines compressed the official wording into "0.1% was coded using LLMs." That is close, but not identical. The studio's own example is about 10 lines inside Unity's render pipeline, which is a useful reality check on what the percentage is describing.
| Area | What the studio says |
|---|---|
| Coding help and bug research | Yes. LLMs used sparingly in the final stretch; under 0.1% of code involved, by the studio's estimate. |
| Art, animation, textures | No, per the studio: generative AI was not used in any other context. |
| Writing, dialogue, story | No, per the studio. |
| Voice acting, music, sound | No, per the studio. |
| Design, levels, puzzles | No, per the studio. |
| Internal AI policy during development | None. House House calls that lack of policy a failure. |
Why the disclosure became a controversy
The statement did not appear in a vacuum. It arrived during a public argument about generative AI and the IGF Awards. A majority of the awards jury issued a statement saying generative AI was incompatible with the ethos of the awards, while noting that not every juror agreed with every point. House House says it originally wrote a version of its disclosure because it was a suggested part of its IGF submission.
The studio also explains why the statement was not on Steam. In its words, Steam "does not request disclosure of code or chatbot usage." House House says it posted the public FAQ answer because the topic had become a matter of public interest. That is the studio's account of the platform process; BestGames has not independently verified Steam's internal disclosure review.
There are two separate arguments tangled together here. One is whether a small amount of LLM-assisted coding is acceptable in a game. The other is whether the use should have been disclosed earlier, and to whom. House House addresses the second directly: it says Big Walk was developed without an internal AI usage policy, calls that a failure, and says it will work toward a more comprehensive policy.
The studio also goes further than a neutral clarification. It says the disclosure is not an endorsement of AI tools, expresses concern that voluntary disclosures can normalise the technology, and apologises that Big Walk's LLM usage may not meet the standards of people trying to limit generative AI's harm.
Did AI make Big Walk's art, writing, voice, or music?
No, according to the studio. The official answer states that "generative AI was not used in any other context when making the game." That covers the categories most players are asking about: character and environment art, animation, dialogue, story, voice performance, music, and sound design.
The honest caveat is that this is the studio's account. BestGames has not audited the game's assets or source code, and we are not presenting the statement as an independent verification. What we can say is that the primary source is unusually specific about where the AI use began and ended.
How players reacted
One of the first public signs was a Reddit post on r/BigWalk on November 10, titled "Big Walk used AI coding in the final steps of development." The official statement and the first news reports followed on November 11.
Reaction was not uniform. Some players argued that a small, late-stage coding assist is not the same as an AI-made game. Others focused on disclosure, labour, and the studio's own admission that it had no policy. GamesRadar+ reported on November 11 that 36% of Big Walk's 1,521 recent Steam reviews were positive, a "Mostly Negative" recent rating, while the overall rating remained "Overwhelmingly Positive" from nearly 10,000 reviews. Steam review counts move quickly; treat those numbers as a snapshot of that day, not a permanent score.
What this means if you are playing Big Walk
The game itself has not changed. There is no content update tied to the disclosure, and the statement does not describe AI-generated levels, characters, dialogue, or voice work. If AI use is a dealbreaker for you, the official FAQ answer is the most direct source and is worth reading in full rather than relying on a headline. If it is not, the practical information about Big Walk is unchanged: it is a cooperative online walker-talker for two to twelve players, with no matchmaking and no single-player mode.
Frequently asked questions
Does Big Walk use AI?
Yes. House House says LLMs were used sparingly during the final stretch of development for coding help and bug research. The studio estimates that well under 0.1% of the game's code had anything to do with that use.
Is Big Walk an AI-generated game?
No. The disclosed use is a small, late-stage coding assist. House House says generative AI was not used in any other context when making the game, including art, writing, voice, music, and design.
Did AI create Big Walk's art or voice acting?
No, according to the studio's official statement. It says generative AI was not used in any other context beyond the limited coding help.
Is the 0.1% figure exact?
No. It is House House's estimate, not an audit or a published line count. The exact wording is "well under 0.1% of Big Walk's code had anything to do with this usage."
Why wasn't the AI use disclosed on Steam?
House House says Steam does not request disclosure of code or chatbot usage. The studio says it wrote a version of the disclosure for its IGF submission and posted the public FAQ answer because the topic had become a matter of public interest.
Did House House apologise?
Yes. The studio said Big Walk was developed without an internal AI usage policy, called that a failure, and apologised that its LLM usage may not meet the standards of people trying to limit generative AI's harm.
When did Big Walk come out?
Big Walk launched on August 4, 2026, for Windows and Mac through Steam and the Mac App Store, PlayStation 5, and Nintendo Switch 2. It supports two to twelve players in online co-op.
Sources and how we checked this page
We read the official FAQ answer directly on November 13, 2026, and compared it with the reporting below. We did not interview House House, review its source code, or audit the game's assets. The 0.1% figure is the studio's estimate, and the Steam review numbers are a snapshot from the GamesRadar+ report published on November 11. The header image is an original BestGames illustration, not a screenshot from Big Walk.
- House House, official Big Walk FAQ: "Was AI used to make Big Walk?" (primary source)
- PC Gamer, "Big Walk developer reveals it used generative AI sparingly" (November 11, 2026)
- Kotaku, "House House discloses limited use of generative AI in Big Walk" (November 11, 2026)
- Game Informer, "House House Discloses AI Use For 'Under 0.1%' Of Big Walk's Code Following IGF Voting Controversy" (November 10, 2026)
- GamesRadar+, "Big Walk devs admit to gen AI use, worry that they're part of the problem amid backlash on Steam" (November 11, 2026)
- r/BigWalk, "Big Walk used AI coding in the final steps of development" (November 10, 2026)
- Big Walk on Steam (release date and store details)
Our update standard
- Treat the official FAQ as the primary source and label reporting separately.
- Do not describe the 0.1% figure as an exact measurement.
- Do not say AI made the art, writing, voice, or music unless the studio says so.
- Change the update date only when the facts, sourcing, or wording materially change.
Found an error or a newer official statement? Send the source through our contact page. Read our editorial policy for more on how BestGames handles research and corrections.
Related reading
For the wider pattern of AI disclosure on game storefronts, see our analysis of Steam's AI disclosure rules and the double standard facing indie web portals. For the day the story broke, the November 11 Game Daily report covers House House's disclosure alongside the rest of that day's industry news.





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