https://xitter.cf/t.co/cAssOHYYlJ - Senior Artist in MATABOO / Polish Gamedev 20 yrs of experience - Art, Futurism, Toys, Streetart https://xitter.cf/t.co/sicZsVJncC

Ursus, Warsaw Poland
Joined March 2009
I can finally say what was my latest project at MATABOO. We are all very excited working with @CAGames and @SEGA on this masterpiece.
⚔️ Calling Total War creators! The clans gather once more 🏯 If you're interested in creating content around Total War: SHOGUN 2 Complete Edition, we're now accepting expressions of interest for early access and coverage opportunities. 🔗 Sign up here: mailchi.mp/25b2a2504d29/7pvc…
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This is the important part of conversation. Disclose what? Where is the border? And how to make sure that it is found in accordance to ethics and copyright of the previous generations.
Been thinking a lot about AI disclosure for games, since it's been a hot topic. Steam requires disclosure for player-facing content created with the help of AI tools, but says efficiency gains from AI development tools aren't the focus. Let's say I'm making a tree mesh for my game. Two obvious endpoints: • I manually model it in Blender. No disclosure. • I generate it using Tripo/Meshy. Disclosure. Now let's interpolate from t=0 to t=1: 1) I model the tree, but use a Codex-written exporter. 2) I model the tree, but use Codex-written UV, LOD and geometry optimization tools. 3) I model the tree, but write some scripts, with Codex help, to automate branch placement, leaf distribution, etc. 4) I automate more of the modelling until I've written a procedural tree generator. 5) I design and write my own procedural tree generator, with Codex helping debug and optimize it. 6) I design the procedural tree generator, but Codex writes the implementation. 7) I give Codex reference images, ask it to suggest improvements to my design, then implement those suggestions myself. 8) Same as above, but Codex implements the suggested improvements. 9) I give Codex reference images and ask it to design and implement the generator itself. 10) I use that generator, manually selecting and tweaking parameters until I'm happy with the trees. 11) Codex operates the generator and chooses the parameters, but I review and approve the results. 12) Codex operates the generator, chooses the parameters, and selects which trees ship, without my involvement. 13) I ask Codex to operate Blender directly and create the trees. 14) I generate the trees using Tripo/Meshy. Under a literal reading, at every point in that list, the player-facing content was "created with the help of AI tools". At what point did this cross from AI-assisted development into AI-generated art? Is this going to be the same for everyone?
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I have seen many different ideas, fascinating approaches to solve common problems in gamedev. I am sure that these constitute the “value” of the studios that posses’ the know-how. Also AI not learning about these as NDA’s were kept - clearly. This will change.
All these game devs giving shit to Unreal for leaning into AI seem to be oblivious of what's going on.
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I personally can say the similar about Ninja Theory.
Bioware has been a massive part of CDPR history. We befriended them when localizing and selling Baldur’s Gate games in Poland, Czech, and Slovakia. And later they were great help when lending us their engine for Witcher 1, sharing their wisdom and even giving us a spot at their booth at E3. I had a pleasure to visit them a few times in Edmonton and also host them in our Warsaw office. Very sad for the people affected, but also sad to see a legendary brand go down. Not a great day in the games industry.
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I'd raise an eyebrow reading this, or maybe even be horrified, if it weren't for the fact that after 20+ yrs in the industry, I find it a very probable scenario. It's tragic and deeply unjust: an industry that should be fun and creative is in fact grim, rotten and greed ridden
Reminder: - EA cancelled the Single Player Dragon Age 4 in development from 2015-2017 - Pushed them to create a live service Dragon Age because of trend chasing. They considered multiplayer the future of gaming, "nobody plays single player games anymore" except then Jedi Fallen Order released with huge success and they pivoted again. - After 3 years of development on Live Service Age from 2018-2021, EA & Bioware decide to remove the Multiplayer component but instead of rebooting a second time they gave them 18 months to rip out all that live service work and have them make it a single player game AGAIN, at a significant disadvantage to meet expectations. - Six years of wasted development now, when a lot of the series veterans had been laid off or quit out of frustration with EA along with numerous management and staff changes. Among these names are David Gaider, Mike Laidlaw, and later before Veilguard's release Mary Kirby. Her departure was an abysmal sign for the future of DA before this next game had even released. - This resulted in the announcement of Dragon Age Dreadwolf in 2022, later renamed Veilguard which retained the scars of it's live service development when it released in 2024 and was never the true game Bioware would have given us if they hadn't been constantly fucked around. We could and should have had the intended Dragon Age 4 before 2020, instead it took almost a DECADE for the follow up. The worst things these companies do is trend chase something, with zero foresight on temporary trends. By the time you release that game public opinion has shifted. Rocksteady's Suicide Squad as a clear example of this too. Just let creative people make something they are passionate about and stop putting them in boxes. Let developers make something real by giving them time and resources to deliver something memorable with a clear goal, not a post mortem example like Anthem on how not to develop a game. EA has been fucking over Bioware basically since they acquired them. Issues with Andromeda, Anthem, Veilguard aside as yes all three have their issues and you'll even have people going back to Mass Effect 3/DA2/Inquisition with issues as well; a lot of this comes from a long long period of EA pushing Bioware into a corner and then watching them be a punching bag for it. It also comes from internal schisms within Bioware where there was a strange Mass Effect vs Dragon Age rift and David Gaider said they may as well have been two different studios with how the culture was different, plus the writers getting fucked over at every turn. People taking the lowest hanging fruit possible and are gonna just say it was Veilguard, it was Anthem, it was Andromeda etc that sealed their fate when in actual reality it was a long list of issues going back 15+ years that led to the issues within those games in the first place.
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This seems to be one of the most fascinating pieces of media I have seen lately. And I am so much glad that I am a boomer. In fact while being a kid and being rebelious I was wondering what will be the shape of my boomerism. I could never forsee this. Just plain wow!
Piers Morgan: “Are you joking or do you actually think that [Hitler] was very f—king cool?” Nick Fuentes: “He was cool... The thing with my generation is that we’re done with the pearl clutching.” Piers Morgan: “And what do you mean by Hitler is very f—king cool. Cause I think he is very f—king a monster.” Nick Fuentes: “And that’s a clip… Do you hear yourself. Can we call grow?” Piers Morgan: “He murdered 12M people. What is very f—king cool about that?” Piers did a great job! FOLLOW ME, THE NEXT DROP WILL BE SHOCKING.
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User @JosephFox_088 says that “the gaming industry needs to move away from this notion of creating games under insane, unpredictable deadlines, with constant, abrupt shifts in direction and wild changes to the script.” I think industry should get rid of this insane NDA policy
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And the NDA - ensures that a choice above is never transparent to “fans” and the person owning this in a game will be frustrared.
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…or that the producers, CTO, level owners, art directors agreed that they can spend extra seven miliseconds on a given location. It may be needed UX-wise it may communicate the goal of a minigame or it may enforce one if the game design pillars. It doesn’t matter if it’s 2026.
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Studios have to reinvent the wheel on their own. The fact that some game has a cool feature in 2024 does not mean anything about the general development in the field of gamedev - it only means that a given team choose to boost a given field in its project with extra RnD time.
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Piotr Michalak / Fuzone retweeted
Take a closer look at the updates and improvements we've made in Total War: SHOGUN 2 - Complete Edition, from new and improved graphics, lighting and textures to UI improvements, the addition of modern controls, and more 🏯 📺 youtu.be/aV87N57Ud58
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Wow! I was involved in a project with ( as I now see it ) must have had similar initial art ambitions. Distant planet, lonesome character confronted with alien wildlife, hostile blooming world. Knowing how big of a challenge it is - I see this one as trully stunning.
lol I get to play it everyday 👀
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They’re here! Official #belzebubs pins! So cute I’m not even sure if I will unpack them. @belzebubs_band #JP_Ahonen #ist_Krieg
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These are the indie games I’m waiting to play. Indie look, art style that creates a threshold rather than welcomes, metal soundtrack, none of the „we’re aiming for 90 in metacritics” - just, I have a vision and good taste for music and visuals. I’ll stick with my gut feeling.
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It may be controversial or „hot” take but I feel ai development should be internationally controlled same way as nuclear warhead development is. The problem is that ai breakthrough doesn’t need anything that is scarce or hard to obtain.
I resigned from Anthropic today. I spent the last three years doing pretraining research at both OpenAI and Anthropic. Neither company is acting responsibly. They are racing straight to self-improving superintelligence and gambling with our lives. More thoughts below.
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Congratulations to the team on successful release!
Now it’s your time to be a part of this story. Welcome to Vale Sangora, welcome to the world of #Dawnwalker. Art by: Wojtek Fus
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Oh great! This was bugging me also since, like 5 years. Good to have this in depth explanation. #holographic surfaces #shader - kind of a holy grail.
Full vid: Why you can't render Pokemon cards in Blender #b3d
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New submission on my Artstation page. And a new profile cover. Hope you will like it - artstation.com/artwork/5eXlg…
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youtube.com/watch?v=yEe52hRu… The problem in question is explained well here - but so many other insights along the way. I will use it to show to anyone what a tech artist is doing. By georg240p
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