Generative artificial intelligence is increasingly finding its way into game development pipelines, raising concerns among industry veterans. David Gaider, who previously served as lead writer on the first three Dragon Age games during his tenure at BioWare, recently shared his reservations about the technology's potential impact on future game development teams.
Gaider highlighted the inherent inconsistency of AI output as a significant challenge, suggesting that appraising, troubleshooting, and refining AI-generated content could prove extremely difficult. "It would be frustrating as hell… it's not ready for prime time," he stated, while acknowledging that many executives are eager to adopt these tools. The complexity of addressing AI-generated results without understanding their origin presents a major hurdle for current development practices.
Beyond the technical difficulties, Gaider also voiced concern over the impact of AI on the training of new developers. The notion that AI can automate many of the routine, entry-level tasks often assigned to junior staff could inadvertently stunt the growth of the next generation of game creators. "How are we going to train up the next generation of devs if we eliminate every entry-level task?" he questioned.
While AI is sometimes presented as a tool for creative tasks, such as generating placeholders or assisting with early prototypes, Gaider remains cautious. He pointed out that the use of AI in this capacity raises ethical questions, particularly regarding the unapproved use of artists' data for training. The public's reaction to the new Crazy Taxi game, which reportedly utilized AI, suggests a broader skepticism towards its creative applications.
Other developers share similar sentiments. David Szymanski, creator of "Iron Lung" and "Dusk," stated he is not entirely opposed to AI as a technology but finds it difficult to overlook the ethical concerns surrounding plagiarism, environmental impact, and job security. Danny Koo, executive producer for "Marvel Rivals," emphasized the seriousness of plagiarism worries, noting that his team deliberately avoided AI art tools to ensure the game's assets were not compromised.