Routine, Twisty, and Queer

This paper traces a history of platforms targeting no-code and low-code audiences. It connects historical moments addressing accessibility challenges related to computer programming up through the more recent adoption of generative AI in game engines. Across these moments, this paper identifies communities that claimed authoring platforms, establishing their identity by rejecting other, potentially more efficient or expressive options. We argue these community dynamics have shaped the evolution of current game development platforms. By contextualizing current efforts in pedagogy as part of larger shifts in computer programming and game engine practice, we present a better understanding of the origins of platforms targeting no and low code audiences as rooted in earlier pivots in computer programming and community engagement. These “twisty” and often queer adaptations aimed at smaller communities have led to major changes in how game development has evolved for larger audiences. We close on considerations of the uncertain futures and pedagogical implications of AI-generated code and visual scripting, as game engines increasingly serve as the primary interface between creators and their work.

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Publication Details

Published
2025-04-15
DOI
https://doi.org/10.1145/3723498.3723817
Citations
1
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
4.20
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article

Routine, Twisty, and Queer

John Murray, Anastasia Salter, Daniel Cox
1 citations
Digital Games and Media
4.20
article

Routine, Twisty, and Queer

John Murray, Anastasia Salter, Daniel Cox
article en
1 citations

Abstract

This paper traces a history of platforms targeting no-code and low-code audiences. It connects historical moments addressing accessibility challenges related to computer programming up through the more recent adoption of generative AI in game engines. Across these moments, this paper identifies communities that claimed authoring platforms, establishing their identity by rejecting other, potentially more efficient or expressive options. We argue these community dynamics have shaped the evolution of current game development platforms. By contextualizing current efforts in pedagogy as part of larger shifts in computer programming and game engine practice, we present a better understanding of the origins of platforms targeting no and low code audiences as rooted in earlier pivots in computer programming and community engagement. These “twisty” and often queer adaptations aimed at smaller communities have led to major changes in how game development has evolved for larger audiences. We close on considerations of the uncertain futures and pedagogical implications of AI-generated code and visual scripting, as game engines increasingly serve as the primary interface between creators and their work.

University of Central Florida (US), Creative Technologies (United States) (US), Illinois State University (US)
Openalex Percentile: Top 8%
Digital Games and Media
4.20
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