That's sweet! Like the UI and threads approach. How does it generate 3d models? Btw there is also https://frvr.ai for more casual games
Building an AI game studio: what we've learned so far
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Re: Building an AI game studio: what we've learned so far
#32That's sweet! Like the UI and threads approach. How does it generate 3d models? Btw there is also https://frvr.ai for more casual games
Re: Building an AI game studio: what we've learned so far
#33They mention using a service called Meshy for generating models, and I noticed that they have a free plan where the generated assets have a "license" of CC-BY-4.0[1]. Any lawyers in here that can comment on that? They're claiming copyright ownership over models generated from customer prompts, and I doubt they trained their model exclusively on stuff they own/licensed. 1: https://www.meshy.ai/pricing
Re: Building an AI game studio: what we've learned so far
#34Hard facts: Steam has over 73k games - and is growing at over 10k games per year and increasing. The median game on Steam earns less than $800 - down from $4k in 2020. Making a game is not hard - marketing a game is.
Or we can acknowledge that making a great game is extremely difficult and expensive, and not dismiss the whole industry
Re: Building an AI game studio: what we've learned so far
#35we are in need of a good 2D strategy game such as Advance Wars or Fire Emblem that can be played with infinite variations
What do you mean by infinite variations here?
Advance Wars, if I recall correctly, has a hand-crafted set of maps and battles structured in a campaign story. So once you're done, you're done. Replay-ability is a bit limited.
I absolutely loved Advance Wars and my brother and I played the heck out of it growing up!
Re: Building an AI game studio: what we've learned so far
#36They mention using a service called Meshy for generating models, and I noticed that they have a free plan where the generated assets have a "license" of CC-BY-4.0[1]. Any lawyers in here that can comment on that? They're claiming copyright ownership over models generated from customer prompts, and I doubt they trained their model exclusively on stuff they own/licensed. 1: https://www.meshy.ai/pricing
"They're claiming copyright...." Who is "they" in this sentence, the company from the OP or Meshy? I'm guessing the company from the OP?
Re: Building an AI game studio: what we've learned so far
#37What a neat idea! Next: a strategy game where you give orders in plain text, instead of hundreds of clicks per minutes
Being able to delegate tasks to competent subordinates would be very helpful.
Re: Building an AI game studio: what we've learned so far
#38Hard facts: Steam has over 73k games - and is growing at over 10k games per year and increasing. The median game on Steam earns less than $800 - down from $4k in 2020. Making a game is not hard - marketing a game is.
If you think that’s true, I invite you to sort steam games by release date and to simply buy the most recent 10 of them in the categories you like that aren’t free to play. I mean, they’re all equally good, right? Making good games is easy. Assuming those low review counts are only due to bad marketing? It will even save you money, compared to buying the titles you normally would Or we can acknowledge that making a g…
There are 1 million subscribers at the gamedev reddit. It's ridiculous, and when people ask something, they get total balooney, ridiculous botlike answers.
Re: Building an AI game studio: what we've learned so far
#39Hard facts: Steam has over 73k games - and is growing at over 10k games per year and increasing. The median game on Steam earns less than $800 - down from $4k in 2020. Making a game is not hard - marketing a game is.
If you think that’s true, I invite you to sort steam games by release date and to simply buy the most recent 10 of them in the categories you like that aren’t free to play. I mean, they’re all equally good, right? Making good games is easy. Assuming those low review counts are only due to bad marketing? It will even save you money, compared to buying the titles you normally would Or we can acknowledge that making a g…
This is entirely you hallucinating an opinion they never expressed. The op said:
> Making a game
not a _good_ game.
Re: Building an AI game studio: what we've learned so far
#40Earlier quoted context omitted.
I think that, while making a game is not hard, making an excellent game is hard. And I think making an excellent game is a lot like reaching product-market fit. It takes fast iteration with user feedback to find the fun, then a ton of polish to make it extraordinary. It has to be so good that, out of those 73,000 games and counting, I’ll spend some of my money and time on it. The way GenAI can help here, I think, is…
> And I think making an excellent game is a lot like reaching product-market fit. Making an excellent game takes quite different skills than creating a commercially successful game; just compare "pop culture" (optimized to be commercially successful) vs "high-brow culture". Even if you are not the "extremely high-brow taste" kind of person, there exist quite some video game genres in which excellent games are produce…
You have defined it to mean "high brow"