AI in Lynci: How Much Is Automated, and Where People Stay in Charge
"How much of this is AI?" is the question publishers ask us most. Here is the honest answer, stage by stage: what Lynci automates in a game port, what our engineers and QA team still do by hand, and who signs off before anything ships.

"So how much of this is actually AI?"
It is the question I hear most often when I talk to publishers and studios about Lynci. Sometimes it comes with excitement - can it port my game by itself? Sometimes with suspicion - is a model going to rewrite my code without anyone looking? And increasingly, it comes from legal and production teams who need to know exactly what they are signing up for.
All three are fair questions. The honest answer is not a single percentage. It depends on which part of the port you are looking at. Some steps are heavily automated. Some are not automated at all, and never will be. And in every step, a person is accountable for the result.
This article walks through that split, stage by stage - what Lynci does, what our team does, and who signs off before anything reaches your players.
The short answer: AI prepares, people decide
If you only remember one line from this article, make it this one: in Lynci, AI prepares the first pass, and people decide what ships.
That is not a slogan we added later. It is the way the system was designed from the start. In our overview of Lynci, we described AI as an engineering tool - something we use to analyze code, search for patterns, identify compatibility problems, prepare technical changes and help developers with repetitive implementation work. Everything that requires judgment stays with experienced people.
Here is what that looks like across a typical port:
| Stage | What Lynci automates | What our team does | Who signs off |
|---|---|---|---|
| Project scan | Analyzes the project and flags platform-specific code, unsupported APIs, input, saves, UI, performance and build issues | Reviews the findings, separates real risks from noise, asks the studio questions | Lead engineer |
| Architecture map | Builds a high-level map of the codebase and how systems depend on each other | Uses the map to understand the game and plan the port | Lead engineer |
| Estimate and scope | Provides the technical picture the estimate is based on | Confirms the scope, the tier and the fixed price | Our team, with the client |
| Planning | Breaks the work into tasks and suggests an order | Approves the plan, adjusts priorities, assigns people | Producer and lead engineer |
| Recurring implementation | Prepares first-pass code for standard work - controller mapping, save system integration, platform features, dependency conversion, asset checks | Reviews every change, edits it, rejects it if it is wrong, writes the hard parts by hand | Developer who owns the change |
| Verification | Runs automated checks and supports regression testing | Tests on real hardware, plays the game, reports and fixes bugs | In-house QA team |
| Certification | - | Prepares submissions, works with platform holders, handles resubmissions | Our team |
| Post-launch support | - | Patches and fixes after release | Our team |
The pattern is simple. The further you get from "read and analyze" and the closer you get to "decide and ship", the more of the work is done by people.
Why "70% recurring work" does not mean "70% done by AI"
When we explain Lynci, we often say that around 70% of a typical port is some form of recurring engineering work. That number is easy to misread, so it is worth being precise.
It means that a large share of porting tasks follow patterns we have seen many times before: platform APIs, controller support, save systems, achievements and trophies, platform services, build configuration, SDK integrations, UI adaptation and the many small requirements of console certification.
It does not mean that Lynci completes 70% of a port on its own.
What changes is the starting point. Instead of an engineer beginning every recurring task from a blank file, they begin from a prepared first pass that follows our rules for that platform. On the Lynci page we show a few examples: mapping keyboard input to a controller layout, finding oversized or unoptimized textures across a project, or preparing the first implementation of a save system. Done manually, each of those can take hours of review or several days of work. Lynci prepares the first pass in minutes.
But the minutes are not the end of the task. The engineer still has to read the result, check it against the game, adjust it, test it and decide whether it is right. The time saved is real - it is just not the same as "nobody had to look at it".
Where automation helps most - and where it doesn't
Not every porting task benefits from AI in the same way. In our experience, the dividing line is less about how difficult a task is and more about what kind of difficulty it has.
Automation works well when the work is wide, repetitive and rule-based. Searching an entire project for platform-specific calls. Finding every place where the game reads keyboard input. Listing assets that break a platform's size or format limits. Converting a dependency the same way in fifty files. Applying a known integration pattern that we have already implemented, reviewed and shipped many times. These tasks are tedious for people and easy to get slightly wrong when you are on file number forty. A system that follows rules consistently is a good fit.
Automation helps much less when the work is deep, specific to one game or about feel. Getting a game to hold its frame rate on a handheld. Fitting a memory budget on older hardware. Tracking down a crash that only appears on one console after an hour of play. Deciding how a mouse-driven interface should work with a controller without making it feel like a compromise. Solving these problems requires understanding how this particular game was built and what its players expect - and that is where our engineers spend most of their attention.
This is also why we do not aim for full automation. In porting, the cost of a wrong change is usually higher than the time saved by skipping a review. A bug that slips into a build can cost a certification round, a delayed release date or a bad first week of reviews. Saving an hour of review is never worth that.
So the goal of Lynci is not to remove people from the process. It is to move their time from the wide, repetitive work to the deep, game-specific work - where it makes the biggest difference to the final port.
How the review loop works in practice
The core of Lynci is not the model. It is the loop around it.
When Lynci works on a task, the coding agents do not operate freely. As we described in Introducing Lynci, they work inside a proprietary rules system built from our experience porting games: how specific elements should be implemented, which approaches to use, which platform requirements must be respected and what a correct implementation looks like.
From there, every change follows the same path:
- Lynci prepares a proposal. A first-pass implementation of a specific task, generated within our rules.
- A developer reviews it. They read the change in the context of the game, not just the file. They can accept it, modify it or reject it entirely.
- The change is tested. Automated checks and regression testing catch obvious breakage early.
- QA tests the build. Our in-house QA team tests the final build on target hardware - functional testing, compatibility testing and compliance checks against platform requirements.
- People make the call. Only after review and testing does a change become part of the release.
AI-generated code does not go directly into a released game. Ever. That is the line we do not cross, regardless of deadline or budget.
One task, end to end: controller support
Abstract descriptions only go so far, so here is how this works on one of the most common tasks in a PC-to-console port: adding full controller support to a game that was designed around a keyboard and mouse.
What Lynci does. The scan has already found where and how the game reads input. Lynci prepares a first pass of the controller mapping - connecting the game's actions to buttons and sticks according to our rules for the target platform - and flags the places in the code and UI that still assume a keyboard or a mouse cursor.
What the developer checks. This is where the real work starts. Does the layout make sense for this game, or just in general? Are the confirm and cancel buttons where players on this platform expect them? Do the on-screen button prompts match the controller in the player's hands? Can every menu be navigated without a cursor? What happens when a controller disconnects in the middle of a fight? Does aiming feel right with a stick, or does it need tuning? Some of these answers come from platform requirements. Many of them come from experience and from actually playing the game.
What the developer changes. Usually something. A mapping that is technically correct may still feel wrong for a specific game. Menus built for a mouse often need a proper focus system rather than a quick fix. The developer adjusts the first pass, rewrites the parts that need it and owns the final version.
What QA checks. Our QA team then plays the build on target hardware, with real controllers, and tests the cases that are easy to miss: switching between input devices, multiple controllers, button prompts in every language, and the platform-specific input requirements that certification will check.
In this task, Lynci saves the team the slow part - finding every input path and writing the first mapping. It does not save them the important part - deciding how the game should feel in a player's hands. That decision is still made by people.
What AI in Lynci never does
It is just as important to be clear about what is out of scope.
Lynci never generates game content. No artwork, characters, dialogue, music, voice-overs, animations, levels, story or game design. The game you ship is the game the original team made. We change the porting process, not who created the game.
Lynci never makes the final technical decision. Architecture choices, performance trade-offs, how a feature should behave on a handheld, whether a workaround is acceptable - those decisions belong to experienced engineers who understand the project.
Lynci never decides what "good enough" means. Quality bars, certification readiness and whether a build is ready to ship are decided by people, with the client.
Lynci never talks to platform holders or to you. Certification submissions, conversations with platform holders and every conversation with the studio or publisher are handled by our team.
Lynci never decides the price. The scan helps us understand the project and estimate it with more confidence, but the scope, the tier and the fixed price are agreed between people - after a free technical review, before any work starts.
Where your code and data go
For many studios, this is the first question their legal or security team asks, so it deserves a direct answer.
Lynci runs in our controlled local environment. Your source code and project data never leave it or reach external AI services. Access is limited to the people working on your port.
And when the port is done, Lynci does not stay behind. It is part of our development process, not part of the shipped game. The resulting code is normal production code inside your project, which your team can read, change and maintain. You can release updates without us or move the project to another team. There is no technical lock-in to Lynci or to LYNXBYTE GAMES.
Why this split matters for publishers
I work on the business side, so let me be blunt about why we built Lynci this way - it is not only an engineering philosophy.
It is what makes a fixed price possible. When recurring work becomes faster and more predictable, we can estimate a port with more confidence and commit to a fixed price for the agreed scope. Without human review, that predictability would disappear - you would be trading a cost risk for a quality risk.
Accountability stays in one place. When something goes wrong in a port, someone has to own it. With Lynci, that is always us. We do not hide behind "the AI did it". LYNXBYTE GAMES remains responsible for what we deliver.
It keeps your content questions simple. Stores and publishers increasingly ask about AI in games - Steam, for example, asks developers to disclose AI-generated content. Because Lynci is used for engineering only and never produces content that ends up in the game, there is no AI-generated art, audio or text in your build coming from us.
It protects what players love about your game. A port is judged by whether it still feels like the original. That judgment can't be automated, and we don't try.
It frees senior people for the hard parts. The real value of AI in porting is not that it "does the port". It is that experienced engineers spend less time on boilerplate and more time on optimization, hardware limits, complex integrations and debugging - the problems where experience decides the outcome. We wrote more about the business side of that in The Real Value of AI in Game Porting.
Questions to ask any partner who uses AI
Whether you work with us or with someone else, these are the questions I would ask any porting partner that says they use AI:
- Which stages are automated, and which are not? "We use AI" without detail is not an answer.
- Is every production change reviewed by a person? Ask who reviews it and what happens when the AI is wrong.
- Does AI generate any content that ends up in the game? Art, audio, text, levels - get a clear yes or no.
- Where does my source code go? Is it processed locally, or sent to external services?
- Who tests the final build, and on what hardware?
- Who is accountable when something fails certification?
- What stays in my project after you leave? Is there any tool, plugin or service the game depends on?
If a partner can answer all of these clearly, you are in good hands - whoever they are.
See it on your own project
The best way to understand the split between automation and oversight is to see it applied to your game. Every Lynci project starts with a project scan and a map of the game's architecture, followed by a review by our engineers - it's the same first step whether you are porting one indie title or a whole catalogue. You can read what that first look usually uncovers in What Lynci Sees When It Scans a Game Project.
If you want that for your own project, send us the details. You'll get a free technical assessment and a first estimate within 3 business days - prepared with Lynci, and checked by people.
Frequently Asked Questions
How much of a Lynci port is done by AI?
There is no single percentage. Lynci automates recurring engineering work - scanning, architecture mapping, first-pass implementations of standard platform work and automated checks. Reviews, technical decisions, hand-written complex work, QA on hardware, certification and post-launch support are done by people. Around 70% of a typical port is recurring work that Lynci can accelerate, but that does not mean Lynci completes 70% of the port on its own.
Which porting tasks benefit most from AI?
Wide, repetitive, rule-based work: scanning a whole project for platform-specific code, finding input and save logic, checking assets against platform limits, converting dependencies and applying integration patterns we have implemented many times before. Deep, game-specific problems - performance on weaker hardware, memory budgets, rare crashes and how the game feels on a controller - are handled by our engineers.
Does Lynci use AI to generate game content?
No. Lynci never generates artwork, characters, dialogue, music, voice-overs, animations, levels, story or game design. AI is used only as an engineering tool.
Is AI-generated code reviewed before it goes into the game?
Yes. Every production change is reviewed by a human developer, who can accept, modify or reject it. Changes are then tested, and our in-house QA team tests the final build on target hardware before release. AI-generated code never goes directly into a released game.
Does my source code leave your environment or go to external AI services?
No. Lynci runs in our controlled local environment, and your source code and project data never leave it or reach external AI services.
Does Lynci stay inside the shipped game?
No. Lynci is part of our development process, not part of the game. The result is normal production code that your team can maintain, so there is no lock-in.
Who is responsible if something goes wrong?
We are. LYNXBYTE GAMES remains responsible for everything we deliver, including certification and post-launch support.
Who handles certification - people or AI?
People. Our team prepares submissions, works with platform holders and handles any resubmissions.







