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AI coding work is shifting fast, and your career path may split

23 January 2026 at 05:38

AI coding work is rising fast, but the biggest payoff isn’t evenly shared. A Science analysis suggests seasoned developers get stronger gains than newcomers, which could reshape how you learn, interview, and prove value.

The post AI coding work is shifting fast, and your career path may split appeared first on Digital Trends.

10 things I learned from burning myself out with AI coding agents

19 January 2026 at 07:00

If you've ever used a 3D printer, you may recall the wondrous feeling when you first printed something you could have never sculpted or built yourself. Download a model file, load some plastic filament, push a button, and almost like magic, a three-dimensional object appears. But the result isn't polished and ready for mass production, and creating a novel shape requires more skills than just pushing a button. Interestingly, today's AI coding agents feel much the same way.

Since November, I have used Claude Code and Claude Opus 4.5 through a personal Claude Max account to extensively experiment with AI-assisted software development (I have also used OpenAI's Codex in a similar way, though not as frequently). Fifty projects later, I'll be frank: I have not had this much fun with a computer since I learned BASIC on my Apple II Plus when I was 9 years old. This opinion comes not as an endorsement but as personal experience: I voluntarily undertook this project, and I paid out of pocket for both OpenAI and Anthropic's premium AI plans.

Throughout my life, I have dabbled in programming as a utilitarian coder, writing small tools or scripts when needed. In my web development career, I wrote some small tools from scratch, but I primarily modified other people's code for my needs. Since 1990, I've programmed in BASIC, C, Visual Basic, PHP, ASP, Perl, Python, Ruby, MUSHcode, and some others. I am not an expert in any of these languagesβ€”I learned just enough to get the job done. I have developed my own hobby games over the years using BASIC, Torque Game Engine, and Godot, so I have some idea of what makes a good architecture for a modular program that can be expanded over time.

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