Even simpler but non-trivial programs require a lot of back and forth. So in the end it will be the same kind of motivated people that will be able to produce something good. We’re nowhere near “Claude, build me GTA6”
Even simpler but non-trivial programs require a lot of back and forth. So in the end it will be the same kind of motivated people that will be able to produce something good. We’re nowhere near “Claude, build me GTA6”
It's hard to immagine that even the best AI model would result in anything better than a marginal reduction in release timeline. Like maybe for such projects one could spend $X00,000 worth of tokens for maybe like a %single-digit-percent reduction in time to release. Marginally good, maybe even project saving, but not any larger a paradigm shift than Unity was.
[1] https://www.gamereactor.eu/mina-the-hollower-interview-discu...
Recently I came across a game on Steam that was getting review-bombed because the devs admitted to using AI on an entirely different game. By "using AI" I mean they admitted to using Cursor of all things. Not assets, just a coding assistant.
If we're going to get backlash for stuff as stupid as this, it's probably best to just keep one's entirely mouth shut about all things AI.
Can you see how this intentionally coy and evasive answer was made specifically to not say "No, we didn't use AI." but still sound like "No, we didn't use AI." so that people wouldn't immeidately bust out pitchforks and start review bombing their game before it takes off?
Maybe he was 20 years early or maybe it's not happening now too.
Who do you think will be operating those mythological tools?:)
For modelling and scripting I think we're not far away. A lot of games just reused old historical stories or fiction and a lot of stories feel like cheap soap operas. As soon as an AI can separate the good from the bad scrips it'll be mostly done.
I don't yet see it used for characters as they quickly become kind of generic / predictable.