FEEDBACK IS EVERYTHING
I was amazed by this short footage.
The game responds to every player’s action with a tone of feedback!
So I decided to break down what makes it so tactile and alive and counted 27 methods.
1/15
#gamedev#GoMechaBall#madewithunity#indiegames#vfx
Reading what AI doesn't say
(this topic genuinely matters to me, and it happens to be my birthday today, so if you feel like it, a repost would be a nice gift 🎂)
Something shifting in AI architecture that I don't think gets discussed enough through a safety lens. Models are starting to pass information to each other directly through internal representations, hidden states, activations, and computation vectors (still mostly research right now, but the infrastructure will follow). That matters for how we audit reasoning, since most of what we can currently check comes from what shows up in words.
Right now, the main tool we have for auditing AI reasoning is reading chain-of-thought. Korbak et al. (2025) spend a whole paper arguing this window is already "fragile" for single-model reasoning. If models start reasoning through vectors passed model-to-model instead of text, understanding that latent layer becomes the only way to keep any visibility into what's actually happening.
Thus I think that what seems underexplored is understanding the math of these latent spaces, and it might be the same research direction as learning how to monitor them.
Models appear to converge toward similar geometric structure regardless of architecture (Huh et al. 2024). If that's right, probes for safety-relevant features might generalize: deception patterns, goal representations, misalignment signals studied once and applied across models rather than re-derived per architecture.
Whether this holds for safety-critical features specifically is open, so is what adversarially robust latent decoding would even look like. Both feel more urgent than the current research investment suggests.
Art is the way how we as humanity transfer values and ideas between each other and generations. If art is created by a "galactic void", the communication canal starts being filled with wite noise. Just to consider.
Art is often a dialogue between authors and the audience.
When part of the work is generated, this part stops being a reflection of the authors' world. The audience can't communicate with the authors through that part. This is a cost that should be carefully considered.
Unlike in the previous game, the reloading now is split into several sections. If the player interrupts the reload, it will later continue from the last completed section. This greatly increases immersion and makes reloading less punishing.
16/16
I’ve been impressed with how elaborate the CCC (character camera controls) is in the recent CoD MW2. The devs put a lot of effort to make the character feel great and immersive. I decided to look closer at how they did that.
#gamedev#cod#mw2#mwii#callofduty
1/16
But during reloads, the lasers are just directed in parallel with the weapon to show the weapon's movement during reloading.
At the end of the video, you can see a bug - the gun is reloading but the laser is still directed at the raycast hit point.
15/16