AI without human dignity at the end of the day, right? U so so I have a little bit of a hot take there, right? Um I do believe that it's possible to um to use AI as a good tool but it needs to be in a way that serves human dignity and doesn't breaks you know any of the copyright laws or you know human rights in any case including the the rights of image and the rights of you know your property or your or your you know your authorship right. Um that being said in the project there was except again for meeting notes maybe sumization there was nothing related to to to AI or generative AI um also because um we want to make a game actually there is uh as you said so much improvement in tech not only in AI but also in the tools like Uifi is doing an amazing work
um in the sense of tools tools and usability and that the team at Epic is doing incredible efforts, incredibly good efforts to actually make their engine more accessible. Um, but at the same time, we didn't want it to take um, you know, the user to have a 4090 to play a retro game, right? So of course you know when we're talking about lum lumin night or any other of the more let's say demanding features for a game like this we decided like no we're going to bake lighting and still I mean we are considering other options uh like literally bypassing the the U5 renderer and and actually going to into even more simpler renderer at some point still you know is one of the things in the wish list the green bucket we call it uh on the clean bucket uh that we need to discuss but we would like to have a game that is lightweight in the sense of performance because if we're making
something from the 90s right I mean it won't make sense to ask you know technology from the future to certain degree right to to to run it um that being said there is a lot that needs to be done tooling side because you know we did a lot of uh uh by hand we have a lot you know like multi if I'm wrong but mostly the level is done by hand you 100%. But there is no tooling whatsoever. There was always tooling related to doors, interactables and stuff like that, you know, but most of the most of the work in the level was done by hand, which you know is one of the things that I told M like maybe you should wait until I make a tool. No, no, no, no. We're going to make we're going to make the level by hand. So, okay. Okay. All right. Um but but but overall, um once again, we're living interesting times, right? in which uh you know we don't know where the next iteration of AI is gonna is gonna is going to bring us and again I am happy to introduce AI in my tool set if by that I'm not
replacing anyone by that I'm not diminishing anyone or anyone's work and by that I'm not at any point um violating the rights of someone you know again image image rights authorship etc and and that's the problem that current options in the market are fishy from their data set or training set or whatever. Right. So, I'm very limited in that sense and and I try to stay away from it to certainly
Oh, yeah. Like, uh it's going to be a while till these companies are ethical. We all know they're they're pulling everything from the internet and competing against each other. Um, what's interesting what you're saying too is actually uh you're encroaching on a encroaching a topic that's kind of been widely uh discussed right now with UE5, right? Like every time there's a big game coming out on UE5, they're like, "Oh,
this this engine can't perform anything anymore." It's like, and Tim Sweeney even had to come out, it's like, "No, man." Kind of almost blaming the victim, right? It's like it's your guys' fun for not which I do get right. We are in a period where games are 50 gigs to 100 gig. The art form I think the soul of game development have always been optimization. A good part of it, right? Just how do we cheat and make it perform? That's always been part of the magic. But lately it's just been let's just make them download another 100 gigs. Like who cares, you know? We can do this. And it's gotten so easy. You don't even buy games anymore. You just buy an empty uh uh a disc, right? And then you're just downloading the rest of the game. That's the trick for the last five, eight years. So maybe Roy, you can speak more to this because now that you guys are kind of talking about, you know, at some point we might have to switch to another render
solution. Digging into it, how how much is this the developer's fault? And how much is it that Yeah. Unreal is pretty freaking heavy uh to make just simple games.
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