Rohan Mayya

What artists in game development need to understand about AI

I have a contrarian take on AI in games.

Some people who see game development from the outside have a strong stance on AI. The nuance gets thrown out of the window, and that any and all GenAI (especially for art) should be banned.

I think this is a case of throwing the baby out with the bathwater. It stems from a lack of understanding of what the game development process is like, and where true bottlenecks lie.

Game development is mostly technical tasks

The actual fun tasks like concepting, scultping, and creating FX systems is something artists ENJOY doing. However, most game development tasks over the course of a few years, end up being routine technical tasks, whether you see it or not.

A few examples:

Other examples that may not directly impact the development directly, but are important:

Game developers, especially artists in this field, need to understand that some of these are tasks that AI has gotten okay at over the years, and gives an incremental speed boost. If you hyperfixate on “AI bad overall”, you are really removing nuance.

None of the above is generative art.

A question to ask yourself, if you’re so fixated on this stance:

It also turns out that companies like Capcom have mentioned something similar. Their official stance was:

We do not incorporate content generated by generative AI into our game content. However, we plan to actively utilize this technology to improve efficiency and productivity in the game development process. To that end, we are currently exploring ways to apply it across various departments, including graphics, sound, and programming.

It’s unclear how the industry will be 5 years from now, but let me leave you with a simple message:

A big AAA game costing $600m+ (like Witcher 4), $1b+ (GTA 6), or even smaller ones costing $100m+ is not sustainable if the industry has to grow. Every studio will start to play it safe - and you will not find uniqueness in games. You will see more games like Marathon and Concord.

A large portion of those costs go into the routine technical tasks I have mentioned above, and is what causes unnecessary delays and bloated teams. Games costing this much lead to centralization (i.e lack of democratization in game dev), which means game developers (including artists) don’t get to decide their future, and will continue to complain about the industry at large because they misundersand the true bottleneck.