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This is what Eve looked like in the early days of development. There was a bit more animated exaggeration than there is now😚 #StellarBlade# #EVE# #GameDevelopment#
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Game development remains one of the most-requested, and most-challenging, categories on Arena. @iamwaynechi, PhD candidate at Carnegie Mellon University and research intern at Arena, just walked us through GameDevBench: a benchmark built from real tutorials that turns game development into verifiable, deterministic tasks. How do top frontier models perform on tasks a human beginner could complete in under an hour, and is the biggest bottleneck coding or multimodal understanding? Check out Wayne’s full talk to hear results and learn more about GameDevBench:
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A video game lawyer says anti-AI clauses are becoming standard in game development contracts. Haley MacLean, a lawyer who works with indie and AA studios, says almost all her clients now have contracts that restrict or ban generative AI. The change has happened quickly over the past year, as devs and publishers add these clauses to avoid legal risks and because many gamers hate AI-generated content. AI-created assets can be hard to prove ownership of, and if based on copyrighted material they risk infringement claims. She expects lawsuits over AI-generated game assets in coming years as companies use AI more to cut costs.
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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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The new Opus is super impressive at Roblox game development (which should generalise into 3D tasks, but I'm yet to test more extensively) It created this ~complete fun little game with about 20% of my weekly and 15M tokens (Ultracode). Better than Astra on this. You can try it below!
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The GPT-6 Astra launch just leveled up game development. It also gave Mozilla CTO @raffi Krikorian an idea for an open-weight experiment. One prompt. Six open-weight models. Four coding harnesses, identical instructions. Read what happend when he ran it on Owners, Not Renters. Subscribe today.
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I tried to push Astra to create a Bloodborne-inspired game with console-quality graphics. For this one, I asked it to start with Unreal Engine-level graphics. In the end, it created a third-person three.js browser game with breathtaking detail. The key was to keep prompting for better textures, lighting, gameplay, and environmental details like the night sky, moonlight, rain, wet characters (which helped with reflections), and ultra-realistic water. Another thing that helped a ton was using 3D models from Meshy and Tripo3D for the character, weapons, and boss. I made a course showing how I prompt for game development:
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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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