What AI Can, Can’t, and Shouldn’t Do for Games
summary
Survey numbers, concrete studio policies, and concrete examples drive the talk: nearly half of studios report some generative AI use, 31% use it personally, while 21% of AAA studios ban it and 84% of developers express ethical concern. Budgets and failures matter — average AAA costs near $75M and Spider‑Man 2 clocks $352M — and the talk lists real tools and techniques (A*, behavior trees, procedural generation in Minecraft), shows Romero Games using no generative AI, and critiques ChatGPT for offering derivative, infeasible pitches.
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chapters (13)
- 0:00AI in games introduction
- 1:31Generative AI today
- 2:32Current AI use in games
- 4:20Romero Games avoids generative AI
- 5:24Ethical concerns in games
- 6:29Traditional AI techniques
- 9:57Design-mediated AI impact
- 12:26Licensed AI tools
- 13:10Doom’s creative process
- 14:35AI limitations in innovation
- 16:23Testing AI innovation
- 18:53AI shouldn’t do in creative fields
- 19:56AI future as tool
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