CES: Thoughts on the Benefits and Limitations of AI in Gaming

During the “Speed, Customization, Innovation: AI in Gaming” panel during CES this week, game publishers and developers shared their latest insights regarding how they use generative AI tools. A prevailing question involved the impact of AI’s ability to generate pixels and video frames efficiently — especially in light of Nvidia’s keynote the prior evening announcing its new Blackwell RTX 50 Series GPUs’ enormous ability to do so. Other opinions shared during the panel included thoughts on whether AI is overhyped for gaming and wish lists for fixing the limitations of AI tools. Continue reading CES: Thoughts on the Benefits and Limitations of AI in Gaming

Game Developers Conference: What’s Next in VR Storytelling

VR leaders gathered for day two of the Game Developers Conference in San Francisco last week. Many of the talks addressed techniques for dealing with a medium in which you present a story and a world to the ‘visitor,’ but you have limited control over how the visitor experiences it. The “Job Simulator” team created microstories bounded by story pinchpoints within a macrostory. The HBO “Westworld” VR and Baobab Studios teams rewarded visitors for taking actions that advance the story, but embedded triggers that advance the story when the visitor misses the cues. The “Trials on Tatooine” team learned that understanding and accommodating visitors with varying physical abilities can not only improve user experience design, but inform story development. Continue reading Game Developers Conference: What’s Next in VR Storytelling