Watch where a working developer's day actually goes. A fraction is typing. The rest is reading existing code, working out what a request really means, deciding between options with different long-term costs, reproducing a bug, and recognising that a result is wrong before it reaches anyone.
What is genuinely changing
The typing fraction is shrinking, and fast. That is real, and anyone claiming it is not has not used these tools seriously. Boilerplate, scaffolding, format conversions, first drafts — these are being automated and the quality is good.
What this changes is the ratio. A developer spends less of the day producing and more of it specifying and verifying. That is a different job in texture, and the people who are fastest now are often not the ones who were fastest before.
What is not moving
Deciding what to build. A request is almost never what is wanted. The work of turning "players are dropping off" into a specific change is the job, and it requires knowing the players, the business and what was already tried.
Judging the output. An agent generates code that compiles. Whether it is correct, whether it will be maintainable, whether it introduces a problem that surfaces in three months — that is a judgement made by somebody who has seen it go wrong before.
Being accountable. When it breaks at two in the morning, a person is responsible. That has not changed and there is no sign of it changing.
The honest risk
The exposure is not to experienced developers. It is to work that was only typing — the junior task of translating a precise spec into code. That rung of the ladder is thinning, which is a real problem for how people enter the field, and it deserves a better answer than reassurance.
This is what we do day to day — game development at Factorial Studio.