Watch What Happens When A Game Dev Doesn’t Have An Answer To A Tough Question
We are getting grimly used to seeing game developers attempt to justify their use of generative AI in production, usually after the fact as supposed “placeholder” assets are found in finished games, and more recently with the pre-release damage control we’ve seen around Crazy Taxi World Tour and Tomb Raider: Legacy of Atlantis.
One of these justifications was recorded in a video by Game Informer at Summer Game Fest, and it shows how talking points in pre-baked statements quickly fall apart under the scrutiny of a live conversation. Following the Steam disclosure that Crystal Dynamics’ remake of the first Tomb Raider adventure involved the use of genAI tools, senior developer Jeff Adams was given a specific line to say.
generative ai, game developer, crystal dynamics, tomb raider, jeff adams, steam disclosure, game informer, damage control, placeholder assets, crazy taxi