Historically, AI has been a mechanism to serve the higher purpose of a preconceived design, or worse, it was sometimes simply an afterthought. Designers designed and AI programmers did what they were told. As AI techniques (and awareness of them) improved, AI started to take on a different role. Correspondingly, AI programmers began to move up in the food chain. But what happens when the AI programmer becomes the designer, and the AI is actually driving the design? In this two-part lecture, we will see how AI was used as a starting point for design, rather than as filler. First, Damian Isla and Christian Baekkelund will explain how they took a single compelling AI technique (occupancy maps), and built their entire game, Third Eye Crime, around it. Secondly, Paul Tozour will show how he used AI techniques to help him design, balance, tune, and test his mobile game, City Conquest.