How many years are we away from AI significantly reducing game development time?

FMX

Member
With AAA games taking so much time and money how many years away are we from having development time greatly reduced due to AI?
 
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Already happening today, tons of tasks can be significantly sped up with the use of AI, from asset creation to code to the manager making a power point.

Tool's already quite powerful. Sure it could do other stuff like musical production or level design but I'd rather leave that to the humans.
 
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Hard to say. Depends on the game I'd wager type I'd wager. For sports games it will speed them up significantly. Stuff with large areas needing to be filled will as well.
 
Hard to say. Depends on the game I'd wager type I'd wager. For sports games it will speed them up significantly. Stuff with large areas needing to be filled will as well.
We've had tech to do that for decades. Speedtree and random generation have been around forever.

I don't think it is going to meaningfully impact dev times.
 
Dude give it no more than 10 years and we'll probably be playing games that are entirely generated in real-time per user, based off of our own preferences that the AI algorithmically already knows.

Things are gonna look WILDLY different.
 
Already happening. It's not going to look like a steep drop on a graph. These are going to be gradual changes and processes added to existing workflows.
 
Games being developed right now are being impacted IMO.

I'm not sure how long until we can actually see the effect like in shorten development times. It takes a while to integrate it into workflows and to people to actually learn how to use them.

Even for typical office stuff companies are struggling.
 
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What AI will enable is more

A Model T car was produced in around 2 hours, modern cars take around 17-30 hours.... why?... complexity


videogames are just going to get more complex and sophisticated and people want moooreee content and shit in them
 
I think the important part of the question is meaningfully impact dev times. AI is being used in game development to shortcut certain tasks and improve aspects, but it isn't shortening dev cycles yet (the average dev cycle is still just as long). It's being used to make better games, but there is still a supply vs demand of graphical expectations that need to be met and is rising every year. How developers use these tools to become more efficient will improve with time. Right now, we are not getting the best efficiency out of them.
 
With AAA games taking so much time and money how many years away are we from having development time greatly reduced due to AI?
As of now it's already happening that now some tasks are being done way faster thanks to AI. But as happened before with other tools or techniques that made devs way more productive or to do their job faster, the extra time saved with the optimization is being used to do additional stuff.

Meaning, if in the past let's say maybe 20-40% of the ideas or content for a game were ignored or cut due to time constrains maybe let's say a big portion of them will now be included, or may spend more time in bugfixing/balancing/tweaking/optimizing.

Devs will spend working hard whatever time they are given. So if budgets continue being the same, devs will put more stuff in the game. If in some years they see that they are saving a really meaningful amount of work (still isn't the case) they may decrease the budgets (so time given to the devs). The AI already is being very helpful for some things, but still has to improve a lot in other different areas to make a real difference to the point it affects budgets.

I think maybe in a couple years they'll start realizing that AI improved to a point where they are saving a meaningful amount of time and money, so maybe games budgeted and greenlighted in 3-4 years from now would start to see that budget "reduction".

I use quotes because it may mean that may be the first generation where AAA budgets instead of approximatedly doubling each generation, would remain in the current around $200-$350M average (meaning needing to sell around 8M units (first party) or 10M (third party) for non-GaaS AAA with no DLC to break even.

That would be a big progress vs having next gen AAAs costing on average of aprox. $400-700M, so around 16M-20M units needed to break even.

I think the strategy to reduce costs may/should be:
  • Stop making games larger and larger and go back to the 10-20 (30-40 max) hours long games for most non-GaaS AAA titles
  • More 7-10 hours long short spinoffs reusing stuff from a previous, longer title
  • Invest more in multiplatform, putting AAAs in any platform that can run it (so no Switch 2, but outside it even in mobile and smart tvs via cloud gaming)
  • Bet more in artstyles that aren't realistic (meaning, that require less work in details regarding models, materials and lighting)
  • Shut down DEI HR departments, fire DEI people, stop hiring DEI/woke advisor companies. Go back to hire and promoting the best candidate available for each position independently of gender, sexual orientation, skin color, etc. and go back to focus again on making the games, characters and stories that players who pay for that type of game loves instead of replacing them for the agendas of Blackrock / Roschild / Rockefeller / Soros / etc. social enginerring for population reduction, western nation indentities destruction and Chirstianity destruction
  • A bigger percentage of AAAs that are GaaS, or at least having a good DLC/expansions plan if it works
  • More sequels of super popular IPs, less new IP and less sequels of low/mid selling IPs
  • Rely more in procedural stuff and systemical design for terrain, buildings, enemy, NPCs, level design and quest design regarding asset creation and placement in the world
  • Use AI to reduce costs as much as possible in may ways as possible (obviously taking care of not reducing quality by doing so)
  • Open less lead AAA studios in NA and more in Europe and Asia (cheaper salaries)
  • Open less/hire less people in support or outsourcing studios in NA and more in Europe and Asia
  • Move even more work from lead AAA studios to support/outsourcing studios (cheaper salaries)
  • More off-gaming adaptations to popularize more IPs (movies, tv shows, animation/anime, making of documentaries, comics/mangas, novels, art books, board games, toys, action figures/statues, model kits, board games, apparel, museum exhibitions, music concerts, music tribute albums, apparel, theme park rides, general merchandising...)
 
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AI is already destroying the whole visual novel genre as we speak, no more mid budget handcrafted vn's because now they are all the same looking AI slop.
VNs were never of any interest to me, but I always wondered.
Do people play it for the art style or for the story that is told?
 
nW9wzUvCkTMm3qcA.gif

What AI will enable is more

A Model T car was produced in around 2 hours, modern cars take around 17-30 hours.... why?... complexity


videogames are just going to get more complex and sophisticated and people want moooreee content and shit in them
I concur.

The video game industry are all in the complexity addiction and AI is not going to fix this. If anything, it'll fuel even more complexity as menial and time consuming task gets brushed underneath the AI toolbox.
 
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AI is here to stay and will play a major role in the future of game development

Dismissing that reality is simply out of touch
Playing a major role doesn't necessarily mean that development times will get shorter. AI might speed up some areas of game development, but it might also open up completely new ones that could take just as much or even more time to implement, maintain and support. Just think of the billions of ways AI-generated NPC dialogues and player-led conversations could go catastrophically wrong, for example.
 
It's kind of already happening, but the problem is that profit motive encourages companies to do more work with less people, so they save money, but the project still takes the same amount of time, if not longer.
 
I dunno... it might be difficult to have an AI cut & paste the same 5 battle objectives over a procedural generated map the way expert Ubisoft employees can.
 
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