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I think it's going to be possible for solo developers to create what we now consider to be AAA-quality games in the not too distant future. It seems absurd, bu
by rl3 7y ago
I think it's going to be possible for solo developers to create what we now consider to be AAA-quality games in the not too distant future.
It seems absurd, but not so much when you start looking at the implications of applying AI like this to every part of the development pipeline. Especially if the capability is eventually packaged up into commercial programs or integrated with existing engines.
Creating a detailed character model no longer will require a world-class artist working in ZBrush, but simply choosing a few images and asking the AI to interpolate, with the artist input simply being to weight certain areas by hand so as to update the [ML] model.
There's already work on AI-based procedural animation systems. I'm sure AI rigging isn't far off either, if it doesn't already exist.
Procedural worlds are due for a quantum leap in my opinion, far beyond what current state of the art is.
Eventually voice actors are going to be obsolete as well. The current state of the art in speech synthesis has demonstrated it's basically possible now using existing principles, it just needs a lot of refinement.
The hardest problem I can foresee is probably the automated creation of story, including NPC dialog and interactions. That's almost AGI-level hard, but it too is probably solvable by just evolving existing techniques.
People are going to be able to create their own version of The Matrix soon, and it won't require a $500M budget, let alone a $500k budget.
- pixelface 7y agoWithout taking a position on future possibilities I think your point misses half the truth - if solo developers can create what we now consider to be AAA-quality games, the bar will raise. Consider the incredible tools at anyone's disposal for free* have not removed the need for a variety of talents to craft worlds and tell stories that make for compelling games. One could draw comparisons to the availability of high quality film making equipment or incredibly realistic VST plugins for making orchestral scores. At its heart, the limitations of tools define the upper boundary of a medium or genre, but do not lift all creators to some upper limit of goodness. *until sales reach a point that royalties must be paid, in the case of unreal engine
- rl3 7y ago>... I think your point misses half the truth - if solo developers can create what we now consider to be AAA-quality games, the bar will raise. The historical comparisons you're drawing aren't really comparable to having AI at every stage of the pipeline. When pervasive and done correctly, AI is very much another animal entirely. For your VST example, a more apt comparison might be AI that composes music to the level of say, Hans Zimmer or John Williams. Without getting into the technical aspects, I believe doing so is merely an evolution of existing tech that we have today. It's hard, but it's achievable—especially when you have have imagery from scored films to train against. So, the day that technology exists, an artist's involvement there might be as little as changing the AI's RNG seed until the AI cooks up something they like. If the output is as good as Zimmer or Williams, then what will distinguish artists who actually are that talented? I believe the answer is virtually nothing, at least in a technical sense. However, there's a lot of people today who like their food cooked by a real person instead of made by automation, even if the taste is just as good. The human touch will always remain relevant, but I think that both avenues will eventually hit what you refer to as an upper limit of goodness.