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Ai In Games

All articles tagged with #ai in games

Gaming industry in East of England thrives as indie developers out-earn former teachers
business12 days ago

Gaming industry in East of England thrives as indie developers out-earn former teachers

Jarvs Tasker, founder of Jarvs Indie Insights, earns double her former teaching salary after leaving education due to illness. She highlighted the strong crossover between community management and teaching at a University of Suffolk event. Industry figures noted that while big studios remain absent from the East of England, independent developers can achieve significant financial success. Participants emphasized that passion is crucial, and the industry is largely rejecting AI to preserve human creativity.

GenAI Casts Shadow Over Gamescom ONL Revelations
gaming1 month ago

GenAI Casts Shadow Over Gamescom ONL Revelations

Kotaku argues that Gamescom 2026's Opening Night Live spotlight includes several titles that use generative AI, with some developers disclosing AI usage on Steam while others remain opaque; the piece accuses publishers of 'genAI sanewashing' and highlights how AI investments by Hoyoverse, Krafton, and NetEase shape the industry. It calls for greater transparency about where AI is used in game creation and urges players to scrutinize disclosures amid ongoing industry upheaval.

Saber CEO’s AI quip ignites public feud with ex-writer over Rideshare Stimulator
gaming1 month ago

Saber CEO’s AI quip ignites public feud with ex-writer over Rideshare Stimulator

A public spat erupted after Saber Interactive CEO Matthew Karch said he would have been happy to replace a writer with AI, prompting Stella Sacco, a fired writer on Rideshare Stimulator, to publicly allege AI usage and that she was replaced by ChatGPT; Saber denied replacing writers with AI but said AI is used for some experimental features, intensifying debate about AI in game development.

1666: Amsterdam Dev Says AI Help Was Temporary, Not in the Final Game
games1 month ago

1666: Amsterdam Dev Says AI Help Was Temporary, Not in the Final Game

Panache Digital’s Patrice Désilets acknowledges that AI tools aided 1666: Amsterdam’s development in the early pipeline but says there will be no AI usage in the final game and that AI use is being reduced; the studio faced earlier controversy over AI-generated assets, and 1666: Amsterdam is set to enter PC early access on August 25 for about $30.

Tomb Raider: Legacy of Atlantis Director Frames Generative AI as Visualization Tool for UE5 Remake
technology3 months ago

Tomb Raider: Legacy of Atlantis Director Frames Generative AI as Visualization Tool for UE5 Remake

Crystal Dynamics’ Jeff Adams says generative AI will be used as a visualization tool during early level design for Tomb Raider: Legacy of Atlantis; if an AI-generated concept works, it moves into the traditional pipeline and all final content remains human-crafted, with the game due February 12, 2027 on PS5, Xbox Series X/S, Switch 2, and PC; the studio emphasizes they’re using AI to speed up decision-making, not replace human work, and they did not disclose deeper AI specifics ahead of release.

Tomb Raider: Legacy of Atlantis ships with AI disclosure amid industry debate
technology4 months ago

Tomb Raider: Legacy of Atlantis ships with AI disclosure amid industry debate

Tomb Raider: Legacy of Atlantis, a remake of the classic Tomb Raider, now carries an AI disclosure on its Steam page stating AI-assisted tools were used for early exploration and any AI-generated assets were refined by humans to preserve the game's creative vision; the game is pushed to February 12, 2027 and will launch on PS5, Xbox Series X/S, Steam PC, and Nintendo Switch 2, with the disclosure part of a broader industry debate on AI usage in game development.

Hasbro CEO calls for a rethink of game development amid rising costs
business6 months ago

Hasbro CEO calls for a rethink of game development amid rising costs

Hasbro CEO Chris Cocks says the video game industry must rethink development and talent strategy as content costs outpace growth, suggesting global outsourcing (Southeast Asia, China, Eastern Europe) and exploring AI to improve quality. He notes a typical game has a 20-30% chance of success and outlines Hasbro’s traditional, price-for-content model—40 to 50 hours of play—driven by brand extensions, Magic: The Gathering Arena, and digital licensing, rather than heavy free-to-play or battle-pass economics, with a goal to deliver standout titles and future sequels.

Ex-Firaxis Creative Director Closes Midsummer Studios Amid AI Debate
business7 months ago

Ex-Firaxis Creative Director Closes Midsummer Studios Amid AI Debate

Former Firaxis lead Jake Solomon closes Midsummer Studios after a brief run, sharing pre-alpha footage of the unreleased Burbank project; he notes AI-assisted character memory, reasoning and speech, while insisting art was fully created by human artists and the team had no intention of replacing developers, following a $6 million funding round from Transcend Fund and others.

AI-Powered Life-Sim Burbank Debuts as Midsummer Studio Closes
technology7 months ago

AI-Powered Life-Sim Burbank Debuts as Midsummer Studio Closes

Veteran designer Jake Solomon shared early footage of Burbank, his AI-driven life-sim project, while revealing that his studio Midsummer Studios is closing and may never release the game. Described as a blend of Life Sim and The Truman Show, Burbank would let players craft their own TV show within the game, with AI handling memory, reasoning, and speech for characters—though Solomon stressed AI would not replace developers. Midsummer had raised over $6 million, but the studio is shutting down without releasing a title.

Krafton confirms Windless won’t rely on generative AI for content or storytelling
technology7 months ago

Krafton confirms Windless won’t rely on generative AI for content or storytelling

Krafton has confirmed that Project Windless, the open‑world PS5 game based on The Bird That Drinks Tears, will not use generative AI for content creation or narrative elements. The Montreal team uses AI only in internal exploratory phases to aid iteration, while NPC behavior is driven by traditional AI with a craft‑driven, single‑player focus.