Tens of millions of people now spend hours each day talking to AI characters — most of them modeled on existing IP from games, films, anime, books, and music. Almost none of it is licensed. The audience skews young, the engagement is sustained, the demand is established. These conversations are already happening. The IP holders just aren't in them.
GDC Day 4
@Xbox dropped Project Helix. @Kojima_Hideo pre-ghosted his own keynote. @nvidia keeps generating frames with DLSS (number went up again). @expedition33 is about to win everything tonight because Game Developers Choice Awards.
Meanwhile the Helika team is on the floor — come talk publishing, the Publishing Engine, or how to bring your IP to life. If you bump into @AbugovIlya or @BHelika — say hi and ask away!
[day four. still standing.]
Monday. PGC San Francisco. We've been building toward this.
Publishing Engine reveal at AM. Then two panels, live game demos, @avax x Helika Accelerator graduation and an afterparty to cap it off.
This is the day. Come through.
Register here: https://t.co/jR84p3SCiN
Thanks @pgbiz for covering what we've been working on.
March 9. PGC San Francisco. The Publishing Engine unveil. If you're around — come find us: https://t.co/jR84p3SCiN
https://t.co/AnFe5qReij
Game AI has had one hell of a journey — from pathfinding and behavior trees to LLMs that make characters feel alive. Time to talk about where it's going.
On March 9 at PGC San Francisco, six people who've built through every era of it are sitting down to do exactly that.
Alain Dessureaux · Alex Tarrand · Damian Isla · Markus Kiukkonen · Martin Singh-Blom — moderated by Susan Cummings
Register here https://t.co/iRiZJ2DBI6 to watch the discussion yourself.
#PGCSanFrancisco #GameAI #GameDev
Game publishing is broken. Time to talk about it.
On March 9 at PGC San Francisco, we've got the right people in the room. Register here: https://t.co/ykpBOgIofr
Hilmar Veigar Pétursson · Bill Young · Emma Farrow · Jakub Kwinta · Kelly Kiewel — moderated by Jordan Mirrer
7 days to PGC San Francisco Demo Day. Register: https://t.co/iRiZJ2DBI6
On March 9, the Avalanche x Helika Accelerator cohort goes live: demos from the teams, the reveal of Helika’s Publishing Engine, and two panels on publishing + AI.
If you’re building games and care about shipping, growth, and what “publishing at scale” actually looks like — be there.
10 days out.
@avax x Helika Accelerator Demo Day at PGC San Francisco — March 9. Five studios take the stage, Publishing Engine reveal, panels worth showing up for.
Register: https://t.co/ykpBOgIofr
Huge shout out to @pgbiz for the write up.
Come join us at PGC on March 9 for Demo Day and our Publishing Engine showcase!
Don't miss it.
https://t.co/jR84p3SCiN
Getting a game in front of players is one thing. Keeping them engaged, growing the audience, running the pipeline — that still costs a fortune and breaks without the right people.
Publishing hasn't had its Unity moment... yet.
"AI will democratize game development" is the new "anyone can make a game". The goalpost moved again.
Both are technically true
Both miss the point
Making something is easy. Making something good is still hard.
And making something people care about is still the entire game.
Hot take: A lot of AI “wins” are demo-grade and don’t survive real users, real latency, and messy edge cases at scale.
Real authority comes from production-grade fixes for messy human data — monitoring, evals, guardrails, and boring reliability work.
What’s your biggest AI deployment nightmare? Ours turned into a full one-month rollback: tracing regressions in prod, combing through code and prompt versions, and auditing logs to figure out what changed, when, and why.
It was fun to untangle, but we'd rather never do that again lol.