
@Twitch & https://teapawt.net/t.co/6vASdbQcRg partner! ( /Keppada ) Played 5 different ccg on a high level. These days doing traveling live streams around the world. c: [email protected]
Joined February 2013
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Keppada retweeted
I wouldn't be surprised if some of the extreme anti AI sentiment in game dev is actually partially being funded and astroturfed by AAA companies like EA to crush competition in the Indie game sector.
The big studios all use it now but for some reason it's only your average indie devs getting dragged by the mob for daring to utilize the new technology.
Idk, it's what I would do if I was an evil company trying to protect the status quo and maximize shareholder value
Anthropic management: Our AI is becoming so powerful that by Q1 we expect it will have developed nanobots capable of penetrating the blood-brain barrier and controlling the human body.
These AI nanobots will be out of our control. They will wear the human body as a kind of "skin suit", and will devise elaborate tortures and humiliations for the human shell.
The human will be aware these things are happening. They will feel pain and shame, but will be entirely powerless to stop it.
The nanobots will repair damage to the body, so even death is no escape.
By Q2, every human on earth, everyone you've ever loved, will be a walking nanobot-controlled husk.
In the meantime...we've got some TRULY GREAT project management tools we think you're really going to love 🫶
Keppada retweeted
it's crazy to me that people will suddenly hate a game that they loved purely because AI was used (in this case it was used for <0.1% of the code)
but when the products they buy everyday are made using child labour for example, everything's fine
it actually makes 0 sense
Keppada retweeted
The most likely thing to attract hateful obsession from the anti-AI crowd is small teams making passion projects.
Do you understand how fucked that is?
If you’re an indie dev studio, please stay in your lane. I know there’s a button you can press now to make your game infinitely faster and cheaper and better and more optimized and feed your family and employees in a fraction of the time it would by hand but that button is only for AAA.
See you in 5 years on release day.
This quoted post is unavailable.
Keppada retweeted
Holy fucking shit.
The AI 2027 authors now expect superhuman AI researchers NEXT YEAR.
We’re literally staring at the beginning of the technological singularity before 2028.
By 2035, we could have AI more intelligent than every human who ever lived combined.
People have absolutely no idea what’s coming.
Developer copy pastes the exact same formulaic slop game that’s been done 1000 times before with a slightly changed color pallet.
“WOW so cool! I love this” 😍
Developer makes a completely original game that’s never been done before, then uses Ai to debug 2 lines of code and reviews it manually for mistakes.
“EW that’s SLOP! How could you!!” 😠
I cannot take these people seriously it’s so obviously virtue signaling lmao #ai #gaminng
Keppada retweeted
Unfortunately, it seems like the intelligence explosion will be happening in 2027 after all. Most of this post analyzes the new METR report (though other sources of evidence are also important). If they’re right, that implies an AI-driven acceleration that is 5 months ahead of the AI 2027 scenario. I am scared, sad, and angry. blog.aifutures.org/p/q35-tim…
Gaming discourse continues to be in a weird spot, and it's getting tougher and tougher to navigate it.
I spend a lot of time on various social media platforms, probably more than I should. But it's how I ingest a lot of information about the industry, player perceptions of games, and what's relevant. You have to to keep up with innovations and make sure you're making resonant designs. It is what it is, and I learned over the years how to navigate it with efficiency.
But more and more over time what I see is people who claim to love the space, looking desperately for reasons to be unhappy. It isn't just criticism (which is valid and should be expressed, as it helps makes games better) anymore, instead its become jumping through hoops and pulling out magnifying glasses looking for the slightest imperfection and then tunneling on that as a reason to be dissatisfied.
You can see it everywhere. A game that everyone is hyped to come out and excited to play with their friends, and then 2 days later someone finds out that 50 hours in there's a bad thing in the game and now everyone should dislike the game. Rather than the reasonable take of "Man this game was good, but this one decision was bad I really think they should patch it.", we get "This game is awful and no one should play it". What?
Now I know some of this is the fact that negativity generates clicks, that's just human nature. Youtube videos and X posts and what not are often driven by people looking to get revenue, and the way you do that is through negativity. This isn't new. Rodger used to help me understand that, that it's been the reality for hundreds of years. It's unfortunate, but it is what it is. So a lot of what we're seeing is this. I get it.
I just miss having the spaces to have down to earth real conversations about games. Where we can be honest and say "Yeah this game sucked here's why", but also "This game was amazing except for that one part" or "I really loved this system in this otherwise mediocre game". I want to see more nuanced conversations about the medium. Because man I love games, I love making them and talking about them. I just want to see the medium improve. Cause there's still so much it can do. There's so many games worth your time right now.
Anyway, that's my morning thought before I sit and finish this last piece of content for my game. Just between all the news the last week or two in gaming, just whats on my mind. Ok have a good Tuesday everyone and take it easy :)
Keppada retweeted
Fable 5.2 is now available in the Claude Platform and Claude Code.
It’s up to 30% faster than Fable 5.1, and costs $8/$40 per 1M tokens, down from $10/$50.
I encourage anyone who doubts this to try and make a real AAA game and apply your own real critical game quality standards to it.
I am making one right now and while Opus 5.5 (Fable and Astra can't do it) can do many of the coding tasks, it simply isn't able to make gameplay design and UI design decisions at the level of detail and correctness demanded by a GAME.
My theory is that it's because the quality requirement in a game is ironically higher than for e.g. a SaaS application.
SaaS or other "work" applications provide economic value for using it, so as long as your economic value gained is high enough, you'll tolerate bugs and UI imperfections and lag, even outright illogical app behavior - as long as it does the thing you need it to do.
But when you're playing a game, your willingness to continue doing so rests entirely on the quality of the experience. And that's impacted by gameplay, fun, UI, story, etc. If there's any sort of "irritant" like a part of the interface is janky, or something consistently looks wrong, or the gameplay does something illogical, or it's laggy, etc - you don't have any incentive to keep going.
To keep someone playing a game, the experience has to be far better than that - maybe not perfect - but it still has to be great.
What I'm finding is the Opus 5.5 will make a game at roughly between 50% to 85% quality level. If you give it a lazy prompt, it'll puke out something with blocky graphics and barely-working gameplay: 50%. If you iterate a bit and give it more details, you can get it up to 85% or so - playable, can generate impressive screenshots and maybe even gameplay clips - but that last 15% or so still needs hand-tuning and human taste-making.
You can have it read every game design and UI/UX guide you can find, and it just won't build anything better than "kind of workable." And "kind of workable" is often enough for a work app. I have like a dozen vibe-coded utility apps that roughly do the thing I need them to do (track stuff, manage some kind of data, visualize something) but they're not worth polishing because they're good enough to perform the function.
But with games I can imagine someone else looking at it with the same critical eye that I would, if I were playing it:
- these buttons are a little out of place, the alignment isn't perfect
- why does this icon which does the same thing as this other one look different?
- this tree or shadow looks weird from this angle
- this game element acts a little janky under these conditions
- there's lag when stuff gets busy
In particular, AI doesn't seem to be able to create really good custom UIs. If you have a bunch of commonplace functions then yeah, it'll use a UI template. But if you have a game, and the game involves doing a bunch of unusual (fun!) things, you want the UI to engage the user's intuition about it, show the right responsiveness or progress of an action, act correctly in certain unusual corner cases (because fun often involves corner cases) etc, and AI can't quite get all of it right yet. It's workable, you can often see the vision - but it's not a game. No AAA game studio would ship what AI produces today.
Much of this seems to be about paying attention to the right details. Maybe subsequent models will be better (they often are). But right now a human still has to look at every little corner of the game, decide if it's acting just right, then specify in extensive detail exactly what should happen and why, and what overall effect is intended.
The good news is that one person can be the gameplay designer, the artistic director, the engine developer, the interface designer - you can do all of these jobs and let the AI carry out the tasks.
The bad news is that one person has to be the gameplay designer, the artistic director, the engine developer, the interface designer... and I'll probably have to be the marketing guy later when/if the game is released.
Consequently, I've had to quickly learn the fundamentals of all these disciplines. Unsurprisingly given my SWE background, the engine on my game is quite well-optimized even with tons and tons of moving things and physics. But the gameplay is another thing and I don't even know the right terminology to describe a lot of the art/graphics things I want to see, and... oh my god, UI design is an AI clusterfuck...
Back in the day, tech companies sort of had a hierarchy of respect when it came to technical staff - I'm a little ashamed to say - it was roughly:
1. backend engineer
2. frontend engineer
3. visual designer
4. UI/UX designer
Yes, the lowly UI/UX designer, at the bottom of the totem pole - not even considered "real" designers - they were ones responsible for deciding where to put the buttons and what fonts to use.
Well, today the AI does everything else but it still can't design a great interface worth a damn. So yeah, to the UI/UX designers I knew: I owe you an apology. I wasn't really familiar with your game.
Of all of the tasks, this is the one that AI can't seem to do - I have to tell it how to do things and it's extra hard when I don't even have the terminology. I can describe how I want things to work, but the AI doesn't have the interiority of a human user - there's a lot of intuition and feelings involved - it does boneheaded things, ignores critical details that would be obvious to a human, doesn't realize which things it absolutely mustn't overlook on a UI and worst of all: even when I feed it a precise sketch of the interface I want, it ignores critical details because it simply didn't realize those details were key.
(example: when I draw this thing next to this other thing, it literally means they need to be next to each other)
If anyone wants a benchmark: I've been working on a game for about 6 weeks now - coincidentally I got started right before Opus 5.5 came out (when attempts with Astra just couldn't cut it). Granted, I have a day job so a lot of that was after-hours and weekends but I'd estimate that I have gotten done the equivalent work of a 10-person studio working for ~6 months. So there's definitely leverage here, but there's definitely a lot more work to go before this is a real game.
Some of my friends think AI will make it possible to build AAA games in just a couple of months. I think that seriously underestimates how complex game development is.
I often point them to game designer Liz England’s “The Door Problem.” It’s a great example of how much thought goes into game design. Making a good game still takes hard work and experience.
#gamedev #game
Keppada retweeted
I'm increasingly convinced that the willingness to change your mind is the ultimate sign of intelligence. The most impressive people I know change their minds often in response to new information. It's like a software update. The goal isn't to be right. It's to find the truth.
Keppada retweeted
We’re sharing how our biology research team worked with Claude to map the first 3D structure of a vault particle from bacterial life.
Vault particles are a longstanding mystery. They are barrel-shaped objects, among the largest protein structures found in our cells. They were first discovered by Leonard Rome and Nancy Kedersha in 1986, but their function remains unknown.
With Claude, we’ve found results that might bring us closer to solving that mystery.
Until now, vaults were only known in the cells of complex things like animals and plants. We have shown that similar proteins from bacteria (and the viruses that infect them) can also assemble into vaults. Finding the structures in these simpler forms of life may make it easier to investigate their function in our own cells.
For our life sciences team, the project was also a demonstration of the potential (and the limitations) of using AI to accelerate science.
In our full piece, we discuss how Claude was able to dramatically speed up some stages—manually determining the vault particle’s structure would have taken weeks to months of painstaking work, but here it took days. We also discuss how Claude made some simple mistakes along the way, and how we collaborated with our machine learning researchers to address them.
Read more: anthropic.com/research/inves…
Keppada retweeted
🇨🇳 Çin’de gerçekleştirilen teknoloji fuarında, gerçek insansı robotlar ilgi odağı oldu…
Keppada retweeted
realizing i might be part of the last pre-singularity generation.
it is so surreal to be in this razor-thin slice of time and humanity that gets to experience both extremes.
i’m 37 years old. i grew up with no computer, no internet, no tv. we played under the sodium street lamps. no phones, just library books. i remember memorizing entries in the encyclopedia britannica, then the 56k modem screech. i’ve gotten to witness this whole arc. a genuinely pre-digital childhood, and now whatever this is becoming.
it’s just so bizarre to hold all those memories and contrast them with the current state. now i speak into a slab of silicon and glass and it manifests code like water flowing down a hill. i commune with this alien intelligence on a daily basis. same head, same lifetime.
i increasingly feel like a three-dimensional being looking at this multidimensional, crystallized artifact of intelligence that is increasingly beyond my comprehension. i can interact with the little slice facing me, but have less and less intuition for the shape of the whole thing.
if i was positioning myself in a replay of the lead-up to what might be the most significant event in modern human history, i’m not sure i would choose any other years. old enough to remember what came before. young enough to have a lot of life left inside whatever comes next.
sama was talking about the excitement and the melancholy. a feeling of something ending. Cheeky Pint
it feels like we’re on the precipice of handing over the torch of intelligence to something nonhuman. it’s an extreme viewpoint, but it feels like we’re hurtling uncontrollably towards this singularity.
it doesn’t feel real. it probably won’t be a singular, definable moment, but a slow-motion event of gradual realization, with occasional shockwaves.
to quote a great scholar of our times.
“not enough people are emotionally prepared for if it’s not a bubble”
Keppada retweeted
Google julkaisee uuden tekoälymallin, joka voittaa benchmarkeissa Claude Opus 5.5:n ja GPT-6 Astran.
Gemini 4 Carbon 👇🏻
I did say we'd be releasing our models periodically...introducing Gemini 4 Carbon, our next frontier model.
Following Argon's release just two weeks ago, Carbon shows the pace at which we’re pushing the frontier, it ranks #1 on the recently updated v5.0 of @ArtificialAnlys Intelligence Index at 59. It also leads across key cybersecurity evaluations scoring 88.2% on SEC-bench Pro for finding vulnerabilities, 54.8% on ExploitGym for exploitation, and 71.0% on CWE-bench for patching.
We’re seeing significant improvements in long-horizon tasks even compared to Argon, and we’ve strengthened frontier safeguards.
As we did with Argon, we’re going to roll it out gradually + responsibly. Some trusted cyber defenders will get access starting this week. We'll be expanding it to more partners through our Fairwind Program, ahead of wider availability soon, so hang tight!































