What jobs does it replace besides concept art though? I cannot get consistent enough results from it to produce basic icons for a survival game. Like, it's totally hit or miss what you get from it, which isn't very helpful doing a job on a schedule. I'd love to put it to good use, but I haven't been able to find much use…
We're definitely getting AI moderators. I'm not thrilled about that either, but I do feel that narrative applications could be a total win for AI in games if curated well enough. While watching the latest Star Citizen tech demo, I found myself thinking, "wow, I could really get lost in this world if it weren't going to be…
I'd say FromSoftware is way more efficient than say, Ubisoft or Blizzard. They are making games cheaper and now starting to make sales like the bigger guys who were stuck in arms race. from an artist perspective I think their games have more value because it is largely the passion project of a single mind, rather than…
I get paid pretty well in my country. I also get to make stuff that appears in games and I get to learn tons of cool stuff. It's not perfect by any means but this career is what helped me grow as a person. It's like college but I (mostly) learn things I like AND I get paid for it.
Thanks for sharing that. I've been putting it to pretty good use while prototyping a new game. Saves a lot of time and is allowing to test out ideas more quickly while getting a little closer to end-product feel.
Does anybody use anything AI in actual game content production currently? I just wonder because I am trying for quite a while. Ai textures >> total crap. Except very limited number of subjects in Sampler maybe and I still prefer Substance Designer nevertheless . Ai models are a polygon mess . AI lods , no much of a…
This is my take on AI as well. Claims of "cheating" or denial of AI having any sort of value does nothing to help artists. (I still really want to see AI text and voice generation in games for NPCs though)
Off-topic, but I really wish games would be less efficient in the parts that matter. Is open world design not the cancer that killed games? Going bigger means optimizing pipelines for throughput so multiple designers can work on the same map at once without conflict. There's no space for authorial intent anymore. It's…
Usually, they just make the same games those first programmers made 25 years ago with tweaks around the edges. If you're shooting for novelty, there's really no escaping the fundamentals. Every game programmer today starts with GameMaker or the Unity asset store, but you don't get to join the Unreal Engine core team…