
VR/AR/MR Developer / Senior 3D Designer at #RaceClubVR. Clients: Maserati / Stellantis / Ammann / Bauli / Motta / Autostrade / Eni Plenitude / RgpBalls
Ravenna (Italy)
Joined February 2024
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This is my autonomous AAA vehicle AI agents for Unity 6+! If you're planning to make a racing game, DM me and we'll manage the implementation!
#gamedev #unity #AIVehicle
Marco Capelli retweeted
no
Let's put it this way: if a gaming studio is fully using #AI for coding in the pipeline, but hires real human artists, AI would be ok then? Would you agree to be hired full time?
Let's see how this goes.
My grandma once told me that when automobiles were first invented and began appearing on the roads, people in the countryside would throw themselves into ditches to wait for them to pass. They were terrified, having been told that these machines were tools of the devil. It seems not much has changed; people still keep throwing themselves into ditches, gripped by terror for everything they don't understand.
Let's put it this way: if a gaming studio is fully using #AI for coding in the pipeline, but hires real human artists, AI would be ok then? Would you agree to be hired full time?
Let's see how this goes.
Marco Capelli retweeted
Mario smashing through the screen, crashing a plane and bringing his world into ours is incredibly awesome
If you have ever learned anything from a book, a tutorial etc. you were trained on copyrighted material and other's people work.
Marco Capelli retweeted
I'm not sure a lot of people understand what game coders actually do. We're not spending 9 hours a day finely hand crafting artisan software and expressing our inner dreams... 90% of the time we are fighting compilers and existing architecture, having to work out how undocumented code works, and tracking down obscure bugs and behavioural issues.
Most of game programming is just difficult, tedious, laborious grunt work, and the cognitive load we have to endure to get anything done is tiring and frustrating. No game coder is doing it for this 90% of the job.
We make games because the 10% that IS actually about making things fun and expressing ourselves is so incredibly rewarding it makes the other 90% bearable.
Now imagine if there was a tool, some kind of AI agent maybe, which could do most of the 90% grunt work for you, leaving you to just make all the decisions and express your creativity. How amazing would that be. How completely revolutionary would that be.
Considering there will be no regulations to AI reverse engineering, game developers in the next future will probably start considering the idea to completely avoid the distribution via Steam, GOG, Epic etc. of their executables and dlls. I think that WebGPU could become the only option to distribute your games directly to your customers. No streaming services to pay. No 30% dishonest cuts with anyone. Your company, your platform, your games. Moreover, no need to disclose anything. Everything you save goes on marketing your own platform.
Sorry but not even #Netflix can afford that.
xitter.cf/katsudonsoup/status/20…
Agree! We should disclose everything!! Everything! Like for example Gitlab/Github scraping to add features without citing the sources! Are those trees in the background created from scratch or flipped from an assets package?! And what about the shaders?! I wanna know!
Not knowing, not buying! 😂
I also wanna know which libraries you scraped from Github to add features in your games! 😂😂😂
Perfect.
I really want to believe this, because it soothes my creative soul... but the more I’ve studied video games, the more naive I find the idea that this industry has ever been driven purely by creativity, separate from business.
One of the most painful realizations for me was learning how deliberately arcade games were designed around dollars per hour. Atari’s Gauntlet operator manual literally includes a section called “Maximizing Earnings,” instructing operators to adjust difficulty according to how many seconds of play each quarter buys. Commercial considerations shaped the game experience itself, and they did it from the get-go. The very first coin-op arcade game, Computer Space, exists because Nolan Bushnell played Spacewar! and wanted to turn that experience into something people would pay to play.
Experimentation and creativity are central to what makes games exciting, absolutely. But treating independent development as something separate from the realities of the market and economics is naive. It also dismisses generations of creative people who navigated complex technical and financial constraints to deliver games people truly loved. Their work being a product doesn’t diminish their creativity, or their achievement.
I’ve made games for more than 20 years, and for the most part I’ve never sold any of them. Some have never even been shown publicly and exist purely on my hard drives. I’ve done countless game jams, worked on demo after demo, built exploratory pieces, and much more... all work that served no purpose beyond me simply wanting to create something. And it’s not just games. I write fantasy stories, I’m a photographer, I’ve worked in film. I understand creativity for its own sake because I’ve spent much of my life pursuing it. I am absolutely not distant from art for art’s sake.
If I make a game purely for myself, satisfying that creative urge can be the entire point. It’s no different than buying a canvas, painting something on it, and hanging it on my own wall. I support that, and I encourage anyone to do it, especially when it comes to making video games.
But when I offer that work for sale, I’m also offering a product to the market, subject to the whims of that market and everyone in it. It remains art... that soul is never gone, just like a painting is still art after it’s sold. But now I’m asking other people to spend their money on it. Their expectations, the market itself, and the economics of producing and delivering the game all become part of the equation, whether I like it or not.
Making games can absolutely be an artistic pursuit. Building a livelihood around them also means navigating a business. Calling that work “indie” doesn’t make those realities disappear.
Reference: arcade-museum.com/manuals-vi…
Marco Capelli retweeted
My most honest and real thoughts on AI in games. Not defending sides. Just me talking about why I use AI.
Not quite to be honest. Games born primarily to entertain, and in the golden arcade era they were fun but mere money grabbers, literally designed with the precise intent to magically translate the money from your pockets straight into the machine. Then came "game culture" and people started hallucinating with the "art" thing. I'm not saying that some games doesn't have "artistic values", Yet they are very problematic for the business. Let's get back to where it all started: entertain and fun. :)














