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I’ve been waiting years for it. It’s one of the reasons I wanted to get into ML in 2019.

One of the major hurdles is that it needs to generate assets in a way that fits into an overall art pipeline. Each game studio has a unique style, from the naming of bones in a skeleton to the way UVs are laid out on textures. This will be hard to turnkey.

But it doesn’t need to be turnkey. I bet this will supercharge artists long before it’s an automatic solution for gamedevs. So I predict that any artist who heavily invests in this tooling will stand to win handsomely over the next few years.

Here’s an Erdrich horror I made in a few minutes in ZBrush + photoshop AI: https://twitter.com/theshawwn/status/1669106560654614528?s=6... the eye texture is all photoshop AI, which felt remarkable to me even as terrible as it looks.

The other one who might win is a lone wolf gamedev who autogenerates everything. When all your art is autogenerated, you don’t need a style (or an art pipeline). But this is exceptionally difficult to achieve, and I think very few ML people have the gamedev perspective necessary to pull it off.

Luckily, it’s easier than ever to get into ML. So I’m hopeful that gamedevs will jump into ML themselves, as I did, rather than wait for someone else to make it. Invent the future yourself! You really can.




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