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Generative AI and the Technological Imaginary of Game Design

Research output: Chapter in Book/Report/Conference proceedingChapterAcademicpeer-review

Abstract

The chapter explores the emergence of AI-driven tools within the digital game industry, investigating the shift from experimental applications like NVIDIA’s GameGAN to production-ready tools like Ludo AI and its impact on the contemporary ‘technological imaginary’ of digital gaming. Game-making, particularly the creation of procedural complexity from a few, simple rules, has repeatedly been characterized as a magic trick, which is not fully rationalizable; the work of Jennifer Whitson shows how even game designers often view their software tools as ‘agential,’ ‘so complex as to be fully unknowable,’ and thus, ‘magical.’ The infusion of machine learning into these tools, from pre-production over asset creation to playtesting, is transforming both practitioners’ and players’ assumptions regarding game design, raising questions of authorship and neoliberally informed conceptions of creativity, changing workflows, and equitable working conditions that can be inferred from the already-observable cultural and aesthetic implications of AI in visual design work. The chapter analyzes these hopes, fears, and expectations as part of a broader ‘technological imaginary’ of game-making through a diachronic framing analysis incorporating academic and industry publications as well as ‘software affordances’ of available tools. The material corpus comprises early academic visions of AI in game design and first attempts at standardization but also grassroots experiments using general-purpose tools like GitHub Copilot or ChatGPT to create games and develop game development literacy. The analysis investigates the framing of AI-based tools in game design as a socio-technical process, foregrounding the interplay between human and non-human agents/actants and the potential risk, which only few industry practitioners currently caution against, that AI-driven tools might make game design too ‘frictionless’ and might require more playful ‘tinkering’ with or repurposing of the rapidly evolving AI tools to see beyond their ‘readiness-to-hand’ moving forward.
Original languageEnglish
Title of host publicationCreative Tools and the Softwarization of Cultural Production
EditorsFrédérik Lesage, Michael Terren
Place of PublicationLondon
PublisherPalgrave Macmillan
Pages67–90
ISBN (Electronic)978-3-031-45693-0
ISBN (Print)978-3-031-45692-3, 978-3-031-45695-4
DOIs
Publication statusPublished - Jan 2024

Publication series

NameCreative Working Lives
ISSN (Print)2662-415X
ISSN (Electronic)2662-4168

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