Dylan Hunt, CEO & Principal Backend Engineer. OG creator of "Throne of Lies: Medieval Politics" (PvP) ๐ฎ Crafting multiplayer, fintech & AI. Xsolla consultant.
Hey @NotionHQ your emails have no unsub button (๐ข) and manage button returns a 404 unless I fully onboard. That's after surviving a login + MFA just to hit a deadend 404 page. Quite the dark pattern. Please fix; your competitors don't do this. #gdpr#canspam#darkpatterns
@Bhavani_00007 css is a pain; AI takes away that pain, and does it well. Backend? Well... you're usually talking multiple apps talking to each other, backend communication, more "glass castle" type of architectures. Frontend can be destroyed and remodeled like sandcastles.
@AIandDesign@sukh_saroy Not to mention, it'll take some time to get used to this dramatically-altered flow - it's completely different from what anyone is used to. You'd also really need to code in Godot since they're the only engine that uses AI-friendly metadata.
@AIandDesign@sukh_saroy 1. What 0Frog said below
2. Seems like the repo's only even existed for 1mo - even with AI colleagues, it still takes a good amount of time to make a solid game that is show-worthy. If you see a game shipped with this in 1mo, it's going to be bad.
What's interesting is that Unity's prefabs, scenes and metadata are a garbled mess -- and Unreal's blueprints are binary. @godotengine uses human-readable plaintext (read: AI friendly).
+Full .NET suppor with C# || C++, opens in 1/4s, & FOSS๐ธ#Godot wins the next era:
https://t.co/oMnF1w4ckX
Holy fuck guys weโre not "pushing hard" for or replacing concept artists with AI.
We have a team of 72 artists of which 23 are concept artists and we are hiring more. The art they create is original and Iโm very proud of what they do.
I was asked explicitly about concept art and our use of Gen AI. I answered that we use it to explore things. I didnโt say we use it to develop concept art. The artists do that. And they are indeed world class artists.
We use AI tools to explore references, just like we use google and art books. At the very early ideation stages we use it as a rough outline for composition which we replace with original concept art. There is no comparison.
I talked about how we use ML here if you would like to know more:
https://t.co/41KPNjaqI7
We've hired creatives for their talent, not for their ability to do what a machine suggests, but they can experiment with these tools to make their lives easier.
"I have ideas for lots of games, but I'm fifty years old and so far it's taken me seven years on average to make one game," he adds. "If AI helps me realize those ideas faster, I'm all for it" says KC2 developer, adding to Larian's AI response:
This resonates with me as I'm soon to enter my 40s as a father with limited time. While it only took me 12mo to ship Throne of Lies, I didn't ship it with all the features I wanted to. If I had AI back then - 8 years ago - my old game would've had some serious completionism from a dev's perspective.
#gamedev #ai
@LarAtLarian I get *creative* generative AI, but what's wrong with *backend* AI? Repetitive boilerplates, tedious utilities that reinvent the wheel, functions to do tedious database queries, tooling... what if it released the game faster and no one lost jobs this way?
@DanielVavra@LarAtLarian I use AI to make things significantly faster; a dream colleague, so to say, non-creepily staring over my shoulders to do R&D work, craft tedious models, create boilerplates and figure out spaghetti code so I can focus on the important parts.
@arvalis@LarAtLarian This logic feels off - you *don't* want the game to come out faster and no cost to the game (no creative AI)? That's like protesting a game because they code in C# instead of C++ when one may deliver 1y faster.