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Ah it's okay! I'd edited the post to reduce details since I didn't want to force people to read so much. There's a number of ways it can make money. 1. In 2024
by ikishade 1y ago
Ah it's okay! I'd edited the post to reduce details since I didn't want to force people to read so much. There's a number of ways it can make money.
1. In 2024, I built a demo of my internal tool for level design and tested building a level in Unreal 4, Source (2013) and Unreal with my tool. Source took 164 minutes, Unreal (alone) took about 122 minutes, but with my tool Unreal took about 23 minutes. A level developer's average salary at that time was $112,000. I projected 40% of their time on a block-out, and a 6x reduction (based on those numbers), which is a savings of $37,333.33 per-developer.
2. The heuristic maps have let me create a level the size of an old school game (Gameboy Color) in around the span of an afternoon. But because the implementations I'm using are simple (I only had time to build them over a few days), they don't have the full fidelity depth of such a map.
3. There's one demo I was building, but needed a full custom MIDI library for, that would let you style-transfer from a single song of sheet music onto an existing song's sheet music. I'd planned to try style-transferring Moonlight Sonata. I could see this being huge for musical creation, but the investors I talked to all mentioned that the music field is extremely niche and none of them understood it.
4. The newest technique I discovered was implanting it into a finite state machine lets it record how someone reacts to certain types of events in digital environments. But to demo this, I'd need a game, game engine, virtual developer environment, or a custom shell. Walking through the math on-paper though, it should be able to replicate basic developer responses in consoles similar to mitigating simple on-call issues.
I think all of these solve problems, but I've still struggled to get any eyes or interest.
- simne 1y agoWell, I want to be honest, and from what I see, gamedev is not in best shape now, I even seen some decline in number of hires on few markets. And as I know, most gamedev companies already use AI to generate game assets, if not all. If you planning to sell AI tools to gamedev industry, I think, main question, would be, how good your tool integrated into their pipeline. What I mean, most I see, used some sort of AI generators, essentially making bitmap images. Sure, also used AI code generators and narrative (text) generators. I seen demo of Unity official AI system, which include image generators, code generators and narrative (text) generators, and it is now provided as free beta, but announced paid tiers for heavy usage (you could google freemium model). If you have some money, you could pay for cloud servers and provide some limited time service (for example 10 minutes per day), and gather money for additional usage. If you have not money, but have good fantasy, you could yourself make game and sell it. I agree, 6x reduction of developer time is really significant for gamedev, but from my experience, when talked to tops, they answered "we will buy your solution just now, if it will give 10x improvement, but for 6x, we will note your address and may be phone you at beginning of next fiscal year").
- simne 1y agoWhat I want to say - sell service is much-much harder than sell material product, because for service you must first show it and somehow give client taste of using service, and once could try to demand money for usage. Explanation is very simple - consumers used to return material product if not satisfied (with moneyback, sure), but they just cannot imagine, how to return service.
- ikishade 1y agoThank you for the explanation. That makes sense, and I've experienced first-hand getting ghosted with a provable 6x, so I think you're right there too. I guess it's back to the drawing board for what I can build with it in the next 1-2 months.