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Generative AI and game design

Generative AIs seem to be a great help for:

Deal with repetitive and mechanical tasks.
– Find bugs
– balance numbers
– create variations of a graphic asset, etc.

Speed up the process of understanding.
– Explain to me what this code does
– Read this long article and give me the best practices
-Explain the style of this image.

Getting past the blank page fast.
– I need to prototype this mechanic in Unity. Where do I start?
– I need to create a power-up system based on natural elements for the next RPG. How would that work?
– I need to make 3D models of a robot cricket, what could it look like?

On these three points, we are definitely facing an epochal change. There is no going back, rather it will move forward. We will lose specific jobs, but many others will arise. We can hardly imagine at this moment, but it will happen.

One thing I want to say: generative AIs have no taste and no opinions. We must have tastes and opinions. The idea of entrusting artificial intelligence with the responsibility of choosing and evaluating is fundamentally wrong. We can use artificial intelligence to understand more. But we have to develop our taste and our knowledge.

If I’m not a programmer, the AI could pass me code with serious errors and I wouldn’t notice.

If I’m not an artist, AI-generated images may be acceptable to my speed-hungry eyes. But I’ll have a hard time guessing what I’m really conveying to people.

If I’m not a designer, the solutions generated will be a repetition of things people have already seen in games that are certainly better than what I can do.

Published inGame Design

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