This is what Eve looked like in the early days of development. There was a bit more animated exaggeration than there is now😚
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GameDevelopment#
Sony is using AI to streamline game development at its first-party studios.
Horizon Zero Dawn Remastered employed PlayStation’s new AI-powered animation tool, Mockingbird.
This system rapidly generates 3D facial animations from performance capture data, significantly reducing the time required for what was previously a lengthy manual process.
According to SIE President Hideaki Nishino, teams at Naughty Dog and San Diego Studio have also adopted Mockingbird for their projects.
A separate AI tool was used in the remaster to create highly detailed hair models.
Sony describes these tools as a way to automate repetitive tasks and improve productivity
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Former Dragon Age writer David Gaider says AI could make game development “frustrating as hell” because developers may end up spending more time fixing AI-generated work.
He also worries about the future of the industry, asking, “How are we going to train up the next generation of devs if we eliminate every entry-level task?”
According to Gaider, new developers need those early jobs to learn and build experience, and removing them could create problems for the industry in the long run.
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Capcom has confirmed it is using generative AI in its game development process, but only for routine tasks to improve efficiency and productivity.
In its latest earnings briefing materials, the company explained that generative AI serves as a tool to handle repetitive work
-Research
-Draft generation
-User analysis
-Interactive manuals
-Error checks
-Meeting notes
-And similar repetitive work
The aim is to reduce busywork so developers can focus more on creative design, storytelling, and other high-value aspects of game making.
Capcom has made it clear that it will not implement any AI-generated materials into final game content. All creative elements, including art, assets, audio, and in-game features, remain fully human-driven.
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California lawmakers took a big step for video game players on May 14, 2026.
A group in the state Assembly voted to advance bill AB 1921, meaning the full Assembly will now vote on it soon.
The bill, named the Protect Our Games Act, was introduced by Assemblymember Chris Ward. It sets clear rules for video game companies that sell games connected to online servers.
If it becomes law, it would apply only to new games sold after January 1, 2027.
>Before shutting down servers, companies must notify players at least 60 days in advance.
>They must then provide one of three options:
-an offline version playable forever
-a free patch allowing play without the company’s servers
-or a full refund.
Many companies currently shut down servers and make paid games unplayable. This bill aims to stop that.
The Stop Killing Games campaign supported the bill, while the Entertainment Software Association opposed it, arguing the rules would hurt new game development. The opposition failed in the committee vote.
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Creators are building real businesses — music royalties, streaming, game development. They need real financial infrastructure.
CreatorFi by
@insomnia_labs is building it. Watch CreatorFi's Co-Founder, Billy Huang, with Aptos Foundation's
@aptAlix.
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Cloud Imperium Games says Squadron 42 is getting much closer to release as development enters its final stages.
Creator Chris Roberts said the game is in the “closing stages of development” and is “coming together really well.”
He also noted that the team is getting “imminently closer to launch,” while acknowledging that the phrase is being used in “game development language.”
Roberts revealed that marketing for Squadron 42 will begin ramping up soon.
Squadron 42 is currently targeting a 2026 release, but no specific launch date has been announced. The game has faced so many delays, so don't be too excited.
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Former BioWare producer Mark Darrah thinks the gaming industry should explore product placement to help pay for game development and rely less on live-service monetization.
Discussing how expensive AAA games have become to make, Darrah said the industry needs more revenue streams besides selling games, DLC, microtransactions, and battle passes.
“Not every game can be a live service,” he said, warning that if the trend continues, most big-budget games could end up built around ongoing monetization instead of delivering a complete experience from the start.
Darrah noted that movies have multiple revenue streams, including product placements and brand deals.
He believes video games could do something similar to cover development costs without constantly asking players to spend more after buying the game.
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Former Epic Games evangelist Sjoerd De Jong, who has spent more than a decade helping developers use Unreal Engine and worked with it for 27 years, is building his own game engine from scratch.
He isn’t trying to replace Unreal Engine or Unity, he just wants to experiment with new ideas and make game development simpler and more flexible.
He says today’s engines are more powerful than ever but much more complicated to use. His project explores a different approach and is still in the early stages with no release date.
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