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The veteran artist behind Mass Effect, Halo and Overwatch 2 talks about Nvidia DLSS 5

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5. Should players have a button to materially change the appearance of a scene, or does this create multiple competing versions of art that the team never fully created?

The only reason I see for giving players one button control is if their computer, console or device can’t handle the appropriate frame rate. But honestly, I wouldn’t give players that option. We live in an age where technology is quickly catching up, and gamers will likely soon no longer need to disable features that impact frame rate. We are in the era of exponential IT growth. If the game was designed specifically to have this feature enabled, it should remain enabled.

6. Many developers say they are open to AI for support tasks, but not for player content. Do you think this limit is tenable or that a rendering tool like DLSS 5 is already blurring it?

There is no real boundary between content intended for players and that which is not with AI. If AI allowed you to work faster, helped you with rigging, adjusted your textures, and sped up animation workflows, then the result is inherently a human + AI hybrid. I think the fear is using a one-click texture maker, applying it to a model and being happy with that. This is a bad approach. There is also the stigma of AI among the public. If there were no negative reactions, game studios would throw themselves headlong into AI. Essentially, it’s about gauging customer reactions. I can tell you that most, if not all, major game studios are using AI in their production lines right now, without a doubt.

7. What worries experienced artists the most these days: the loss of their status as an author, the loss of their job or the loss of confidence in the final image?

I would say all of this at once. The race to produce content and games in increasingly short deadlines means that the use of AI is becoming an absolute necessity; it is not optional. Seasoned artists like me are divided. On the one hand, I’m sad to see the inevitable layoffs and downsizing that AI adoption will bring; on the other hand, I’m excited to know that I’m no longer tied to a very specific professional role. In my day job, I do art, animation, rigging, game design, sound design, UI/UX, code/logic, etc. It’s incredibly motivating, and I’m learning so much with AI as my production partner. This allows those who wish to move forward and exercise their own creativity. An artist or developer who truly wants to implement their vision or unique twist on a game element, from start to finish, will be able to do so. There will no longer be a need to collaborate with larger teams on each feature; this paves the way for individual ownership and development. creativity at levels we’ve never seen before The path will be fraught with challenges, but ultimately I truly believe it will allow us to unleash our personal creativity and eliminate our limitations.

8. Do tools like this risk turning environmental art into something that artists only partially design, with the final look increasingly decided downstream by AI and post-rendering systems?

Yes, this is a very real risk. I’ve tried this before and managed to turn sequences of preliminary gray box prototypes into final art in seconds with AI generation models such as Kling. This technology exists in rendering form, but not yet in real time (but we are less than 6 to 12 months away). I don’t think the final art style is decided by the AI; Rather, artists would create their first art direction images and tips, and the AI ​​would use them as a basis to begin creating a more final art overlay. Then, artists would continue to iterate with the AI, adjusting the outcome, so that a three-year art production cycle could be reduced to a few months, potentially. This is an assumption, assuming we stay on the current technology curve, which is exponential at this point.

“I think the fear is using a one-click texture maker, sticking it on a model and calling it a day