Résumés
Abstract
In the increasingly competitive landscape of the games industry, working efficiently is essential for ensuring products meet audience expectations and work as intended. Various elements can play a key role when attempting to develop games smoothly and successfully, as time, money and technical capabilities can be very limiting factors that can require careful consideration. For this research, this paper will explore three key examples of such elements, which are art styles, AI tools, and the role of creative expression during the development process. Each of these examples can be notable factors towards streamlining production tasks and accelerating development, which can be especially important in the fast and competitive games industry. The choice of an art style, for instance, can save time, effort and costs while also being more optimal for performance and for supporting a chosen theme. The role of creative expression is also something that should not be understated, as it can be vital for finding solutions to problems, as well as preventing other potential issues. Finally, AI tools have demonstrated significant potential and numerous possibilities to help streamline various tasks related to the games industry, such as programming, artistic production and organizing data. By analyzing these three elements—art styles, AI tools, and creative expression— this paper will aim to provide a stronger understanding of how they can contribute to ensuring a more efficient game development process.
Keywords:
- Game Development,
- AI Integration,
- Creative Expression,
- Efficiency,
- Generative Art,
- Game Art Production,
- AI Tools
Veuillez télécharger l’article en PDF pour le lire.
Télécharger
Parties annexes
Bibliography
- Aldoseri, A., Al-Khalifa, K. N., & Hamouda, A. M. (2023). Re-thinking data strategy and integration for artificial intelligence: concepts, opportunities, and challenges. Applied Sciences, 13(12), 7082.
- Antognoli, D., & Fisher, J. (2023). A Proposed Taxonomy for the Design Qualities of Video Game Loading Interfaces and Processes. In Conference Proceedings of DiGRA 2023 Conference: Limits and Margins of Games Settings.
- Asobo Studio. Microsoft Flight Simulator. Xbox Game Studios, 2020.
- Banks, J., & Keogh, B. (2021). 8. More Than One Flop from Bankruptcy: Rethinking Sustainable Independent Game Development. Game Production Studies, 159.
- BBC News. (2024). How the computer games industry is embracing AI. BBC News. https://www.bbc.co.uk/news/business-68844761
- Bithell, Mike. Thomas Was Alone. Bossa Studios, 2012.
- Blackshark.ai. (2024). Solutions. Blackshark.ai. https://blackshark.ai/solutions/
- Bulut, E. (2020). A precarious game: The illusion of dream jobs in the video game industry. Cornell University Press.
- Burlacu, C. (2023). The Impact Of Ai-Powered Content Generation On Customer Experience (Bachelor's thesis, University of Twente).
- Capcom. Resident Evil 4. Capcom, 2005.
- Chained Echoes. Deck13 Spotlight. 2022. Matthias Linda.
- Chia, A. (2022). The artist and the automaton in digital game production. Convergence, 28(2), 389 412. https://doi.org/10.1177/13548565221076434
- Cho, H., Donovan, A., & Lee, J. H. (2018). Art in an algorithm: Taxonomy for video game visual styles. Journal of the Association for Information Science and Technology, 69, 633–646. https://doi.org/10.1002/asi.23988
- Dalmau, D. S. C. (2004). Core techniques and algorithms in game programming. New Riders.
- de Lima, P. L. N. (2022). Visual Aesthetics in Digital Games: A Comparative Analysis Between Photorealism and Stylized Graphics.
- Desurvire, H., Caplan, M., & Toth, J. A. (2004, April). Using heuristics to evaluate the playability of games. In CHI'04 extended abstracts on Human factors in computing systems (pp. 1509-1512).
- Digerati Distribution. Shovel Knight. Yacht Club Games, 2014.
- Dinur, E. (2021). The complete guide to photorealism for visual effects, visualization and games. Routledge.
- Doki Doki Literature Club. Team Salvato, 2017. Dan Salvato.
- Ecenbarger, C. (2016). Comic books, video games, and transmedia storytelling: A case study of the walking dead. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 8(2), 34-42.
- Enchanted Portals. Xixo Games Studio, 2021.
- Eurogamer. (2022) Has Rockstar finally fixed GTA: Definitive Edition? Eurogamer. https://www.eurogamer.net/digitalfoundry-2022-has-rockstar-finally-fixed-gta-definitive-edition
- Filipović, A. (2023). The Role of Artificial Intelligence in Video Game Development. Kultura Polisa, 20(3), 50-67.
- Grand Theft Auto Trilogy: Definitive Edition. Rockstar Games, 2021.
- Hall, J., Stickler, U., Herodotou, C., & Iacovides, I. (2020). Expressivity of creativity and creative design considerations in digital games. Computers in Human Behavior, 105, 106206.
- Hixon, A. (2016). Thomas Was Alone. In Game Changers 2016 Exhibit. University of Southern California. https://scalar.usc.edu/works/game-changers-2016-exhibit/thomas-was-alone.7
- Hölttä, L. (2018). Effects of Art Styles on Video Game Narratives. Computer Science.
- Hu, C., Zhao, Y., Wang, Z., Du, H., & Liu, J. (2024). Games for artificial intelligence research: A review and perspectives. IEEE Transactions on Artificial Intelligence. https://doi.org/10.1109/TAI.2024.3410935
- Hu, Z., Ding, Y., Wu, R., Li, L., Zhang, R., Hu, Y., ... & Fan, C. (2023). Deep learning applications in games: a survey from a data perspective. Applied Intelligence, 53(24), 31129-31164.
- Pfau, J., Liapis, A., Volkmar, G., Yannakakis, G. N., & Malaka, R. (2020). Dungeons & replicants: automated game balancing via deep player behavior modeling. In 2020 IEEE Conference on Games (CoG) (pp. 431-438). IEEE.
- Juul, J. (2019). Handmade pixels: Independent video games and the quest for authenticity. MIT Press.
- Kaufman, J. C., & Sternberg, R. J. (2010). The Cambridge Handbook of Creativity. Cambridge University Press.
- Kendrick, R. (2023). Most heroic Nintendo characters. Game Rant. https://gamerant.com/most-heroic-nintendo-characters/
- Keo, M. (2017). Graphical style in video games.
- Kirkland, E. (2009). Masculinity in video games: The gendered gameplay of Silent Hill. Camera Obscura: Feminism, Culture, and Media Studies, 24(2), 161-183.
- Kirkland, E. (2010). Discursively constructing the art of silent hill. Games and Culture, 5(3), 314-328. https://doi.org/10.1177/1555412010364976
- Kojima Productions. Metal Gear Solid V: The Phantom Pain. Konami, 2015.
- Kostilainen, S. (2024). Next generation of NPC dialogue: creating responsive NPCs (Non-Player Characters) with Retrieval-Augmented Generation and real-time player data.
- Kultima, A., Alha, K., & Nummenmaa, T. (2016, March). Design constraints in game design case: survival mode game jam 2016. In Proceedings of the international conference on game jams, hackathons, and game creation events (pp. 22-29).
- Lankes, M., & Stockl, A. (2023). AI-powered game design: Experts employing ChatGPT in the game design process. The Eurasia Proceedings of Science Technology Engineering and Mathematics, 24, 1-9. https://doi.org/10.55549/epstem.1406194
- Larsson, C. (2018). THE ART OF CRUNCH-A quantitative study on the effects of a high-pressured period during video game production on organizational commitment.
- Lee, J., Eom, S. Y., & Lee, J. (2023). Empowering game designers with generative AI. IADIS International Journal on Computer Science & Information Systems, 18(2), 213-230.
- Liao, S. (2023, March 22). Ubisoft's new AI tool automatically generates dialogue for non-playable game characters. TechCrunch. https://techcrunch.com/2023/03/22/ubisofts-new-ai-tool-automatically-generates-dialogue-for-non-playable-game-characters/
- Manning, A. D. (1998). Understanding comics: The invisible art.
- Marshall, C. (2019). Indie game Enchanted Portals draws backlash over Cuphead similarities. Polygon. https://www.polygon.com/2019/10/9/20904953/enchanted-portals-cuphead-similarities-backlash
- Microsoft Flight Simulator: The future of game development. (2021). Microsoft Developer. https://developer.microsoft.com/en-us/games/articles/2021/07/microsoft-flight-simulator-the-future-of-game-development/
- Nguyen, M. (2021). Fundamentals of 2D Game Art.
- Nintendo. Super Mario Odyssey. Nintendo, 2017.
- Nintendo. Super Smash Bros. for Wii U. Nintendo, 2014.
- Nintendo. The Legend of Zelda: Breath of the Wild. Nintendo, 2017.
- Nintendo. The Legend of Zelda: Tears of the Kingdom. Nintendo, 2023.
- Norris, C. (2009). 13 Manga, anime and visual art culture. The Cambridge companion to modern Japanese culture.
- Norvasto, T. (2018). Methods of creating stylised characters for games using physically based rendering.
- Perron, B. (2012). Silent hill: The terror engine (p. 171). University of Michigan Press.
- Piatti-Farnell, L. (2021). The superhero multiverse: Readapting comic book icons in twenty-first-century film and popular media. Routledge.
- PlayStation. Silent Hill. Konami, 1999.
- Price, L. (2023). Best horror games with curses. Game Rant. https://gamerant.com/best-horror-games-curses/
- Promethean AI. (2024). Promethean AI: AI-Powered World Creation. https://www.prometheanai.com/
- Qin, J. (2023). How does Text-to-image AI Affect Indie Game Designers and Artists?. Journal of Innovation and Development, 5(3), 107-111.
- Rahimi, S., & Shute, V. J. (2021). The effects of video games on creativity: A systematic review. Handbook of lifespan development of creativity, 37.
- Tap, R. M., Zin, N. A. M., & Sarim, H. M. (2019, July). Requirements for creative skills development in game design. In 2019 International Conference on Electrical Engineering and Informatics (ICEEI) (pp. 176-182). IEEE.
- Roohi, S. (2022). Advances in AI-assisted Game Testing.
- Rykała, P. (2020). The growth of the gaming industry in the context of creative industries. Biblioteka Regionalisty, (20), 124-136.
- Sainio, T. (2022). Effects of Graphical Style and Location on Video Game Art (Doctoral dissertation, Tesis de maestría, University of Turku]. UTUPub. https://urn. fi/URN: NBN: fife2022050933949).
- Sarver, E. (2021). The Impact of Art Style on Video Games.
- Shesez. (2017). Off camera secrets | Super Smash Bros. for Wii U - Boundary Break [Video]. YouTube. https://www.youtube.com/watch?v=H0f9yO_nWSw
- Sim vs Real. (2021). Microsoft Flight Simulator (FS2020) vs real life | Landing in Madrid Barajas [Video]. YouTube. https://www.youtube.com/watch?v=m2Dlv1gb68k
- Sony Interactive Entertainment. Uncharted 4: A Thief's End. Naughty Dog, 2016.
- Steinmetz, K. (2017). Carceral horror: punishment and control insilent hill. Crime Media Culture an International Journal, 14(2), 265-287. https://doi.org/10.1177/1741659017699045
- StudioMDHR. Cuphead. StudioMDHR, 2017.
- Suomela, A. (2018). Visual design and localization of video games: from Japan to Europe.
- Super Smash Bros. for Wii U. Nintendo, 2014.
- Tan, T. W. (2024). From Heightmap to Large Open-World Landscape. In Game Development with Unreal Engine 5 Volume 1: Design Phase (pp. 23-60). Berkeley, CA: Apress.
- Toby Fox. Undertale. Toby Fox, 2015.
- Ubisoft. Assassin's Creed series. Ubisoft, 2007-2023.
- Ubisoft. Watchdogs series. Ubisoft, 2014-2020.
- Unity Technologies. (n.d.). AI Hub [Webpage]. Unity Asset Store. https://assetstore.unity.com/ai-hub?srsltid=AfmBOorUhNCtf27z5B2A6VIDCsE7XeR4dxKf3n5sw4RxubPJVTCOa8pD
- Valve. Left 4 Dead. Valve, 2008.
- Vetoshkin, E. and Rozhnov, I., 2024. Impact of AI on Game Development: opium des Volkes or Panacea.
- Watson, A. (2020). Deep learning techniques for super-resolution in video games. arXiv preprint arXiv:2012.09810.
- Wattanasoontorn, V., Theppaitoon, M., & Bernik, A. (2019). A classification of visual style for 3D games. Proceedings of the 2019 16th International Joint Conference on Computer Science and Software Engineering. https://doi.org/10.1109/JCSSE.2019.8864219
- Werning, S. (2024). Generative AI and the Technological Imaginary of Game Design. In Creative Tools and the Softwarization of Cultural Production (pp. 67-90). Cham: Springer Nature Switzerland.
- Wills, J. (2019). Gamer nation: Video games and American culture. Johns Hopkins University Press.
- Forbes. With 1m Sales for 'Thomas Was Alone', Mike Bithell Launches 'Volume' Trailer Ahead of E3. (2014). Forbes. https://www.forbes.com/sites/forbestechcouncil/2014/06/09/with-1m-sales-for-thomas-was-alone-mike-bithell-launches-volume-trailer-ahead-of-e3/
- Zackariasson, P., Walfisz, M., & Wilson, T. L. (2006). Management of Creativity in Video Game Development: A Case Study. Services Marketing Quarterly, 27(4), 73–97. https://doi.org/10.1300/J396v27n04_05
- Zhang, B., Xu, M., & Pan, Z. (2025). Human-AI Collaborative Game Testing with Vision Language Models. arXiv preprint arXiv:2501.11782.