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How AI is fuelling uncertainty for game developers

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“I’m very aware that I could wake up tomorrow and my job could be gone,” says Jess Hyland.

The video game artist says the industry she’s spent almost 15 years working in is on “shaky” ground at the moment.

A boom in players and profits during the pandemic sparked a flurry of investments, expansions and acquisitions that, in hindsight, now look short-sighted.

Gaming remains profitable, but thousands of workers worldwide have lost their jobs, and successful studios have been shut down over the past two years.

More closures and cuts are feared.

“Everyone knows someone who’s been laid off. There’s lots of worry about the future,” says Jess.

Some bosses are talking up the potential of generative AI – the tech behind tools such as ChatGPT – as a potential saviour.

Tech giant Nvidia has shown off impressive development tool prototypes, and gaming industry heavyweights such as Electronic Arts and Ubisoft are investing in the tech.

It’s claimed AI tools can save development time, free workers up to focus on creativity and provide a more personalised user experience.

With budgets at the blockbuster end of the industry spiralling as audience expectations rise with them, it sounds like a perfect solution.

But not to everyone.

‘Jobs are going to change’

“The people who are most excited about AI enabling creativity aren’t creatives,” says Jess, a member of the Independent Workers Union of Great Britain’s game workers branch. She sits on its artificial intelligence working group.

Against the backdrop of widespread layoffs, Jess says the suspicion among workers is that bosses see AI as a path to cutting costs when labour is their biggest expense.

Jess says she knows one person who’s lost work due to AI, and has heard of it happening to others.

There are also dozens of accounts online suggesting that jobs in concept art and other traditionally entry-level roles have been affected.

Most firms making AI tools insist they’re not designed to replace humans, and there’s broad agreement that the technology is a long way from being able to do so.

Jess says the bigger worry is that “jobs are going to change, but not in a good way”.

Rather than creating their own material, says Jess, artists worry they could end up supplementing AI’s efforts, rather than the other way around.

IWGB A group of about 30 casually dressed people standing in the courtyard of an office building. Four people at the front are holding a purple and pink banner with the IWGB union Game Workers' branch logo and the slogan "Game Workers Beat Bosses". Some members of the group have their clenched fists raised above their heads.

Jess Hyland (seen holding the right side of the banner) is a member of the IWGB union’s game workers branch
Jess Hyland (seen holding the right side of the banner) is a member of the IWGB union’s game workers branch

Publicly available AI image generators, for example, can quickly output impressive-looking results from simple text prompts, but are famously poor at rendering hands. They can also struggle with chairs.

“The stuff that AI generates, you become the person whose job is fixing it,” says Jess. “It’s not why I got into making games.”

Gaming is a multibillion-dollar business but it’s also an artistic medium that brings together artists, musicians, writers, programmers and actors, to name just some.

A frequent concern is that AI will serve to minimise, rather than enable, the work of those creatives.

Copycat fears

It’s a view echoed by Chris Knowles, a former senior engine developer at UK gaming firm Jagex, known for its Runescape title.

“If you’re going to have to hire actual human artists to fix the output, why not harness their creativity and make something new that connects with players?” he says.

Chris, who now runs UK indie studio Sidequest Ninja, says that in his experience smaller developers are generally unenthusiastic about using generative AI.

One of his concerns is around cloned games.

Online game stores – where indie developers make most of their sales – are rife with imitations of original titles.

This is especially true of mobile games, says Chris, and there are studios set up “entirely to churn out clones”.

It’s not yet possible to rip off a whole game using AI, he says, but copying assets such as artwork is easily done.

“Anything that makes the clone studios’ business model even cheaper and quicker makes the difficult task of running a financially sustainable indie studio even harder,” says Chris.

He also points to the huge amounts of electricity required to run generative AI systems as a big concern.

Sidequest Ninja A screenshot showing a five-by-three grid of hollow cubes, each containing a smaller cube at its centre. Various crates and boxes float around the screen. A semi-circular dial at the bottom of the screen with fast-forward and play control buttons are used to control the on-screen action.
Chris has released solo project Hexahedra under as Sidequest Ninja

Copyright concerns over generative AI – currently the subject of several ongoing legal cases – are one of the biggest barriers to its wider use in gaming right now.

Tools are trained on vast quantities of text and pictures scraped from the internet and, like many artists, Jess believes it amounts to “mass copyright infringement”.

Some studios are exploring systems trained on internal data, and third parties advertising ethical tools that claim to work off authorised sources are springing up.

Even then, the fear is that AI will be used to turn out assets such as artwork and 3D models at scale, and the expectation on workers will be to produce more output.

“The more content you can make, the more money you can make,” says Jess.

Some in the industry are more positive about AI.

Composer Borislav Slavov, who won a Bafta Games Award for his work on Baldur’s Gate 3, told the BBC he was “excited about what AI could bring to the table for music in the near future”.

Speaking at the recent Games Music Festival in London, he said he believed it would enable composers to “explore music directions faster” and push them out of their comfort zones.

“This would allow the composers to focus way more on the essence – getting inspired and composing deeply emotional and strong themes,” he said.

However, he did agree that AI could not “replace the human soul and spirit”.

While she has serious personal reservations about using the tech to “automate creativity”, Jess says she wouldn’t be against using it to bear the burden of some of the more repetitive admin tasks that are a feature of most projects.

The AI industry is currently trying to reassure governments and regulators over concerns about its future use, as shown by a recent law passed by the EU

It will also have to work hard to win over another group – gamers.

Online shooter The Finals received a backlash over its use of synthesised voice lines, and developer Square Enix was criticised for the limited use of generated art in its multiplayer game Foamstars.

Jess believes growing talk about AI has made gamers “think about what they love about games and what’s special about that – sharing experiences crafted by other humans”.

“I’m still putting something of myself into it and I think there’s a growing recognition of that.”

Indie developer Chris adds: “If you train a generative model on nothing but cave paintings, all it’ll ever give you will be cave paintings.

“It takes humans to get from there to the Sistene Chapel.”

Additional reporting by Laura Cress.

Source: /www.bbc.com

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Digital Economy Publisher Congratulates Samuel Nartey George on his Appointment

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The Publisher and CEO of Digital Economy Magazine, Akin Naphtal recently paid a courtesy call on  Samuel Nartey George (MP), Minister for Communication, Digital Technology and Innovations, to congratulate him on his appointment. 

During the visit, the Publisher presented copies of the magazine featuring the Minister on the front page. 

The magazine profiles the Minister’s background and highlights some of his notable activities since taking office.

 Invitation to Digital Innovations Awards

The Minister was also invited to the upcoming Digital Innovations Awards, scheduled for June 27, 2025, at the Labadi Beach Hotel. 

This event aims to recognize and celebrate outstanding contributions to digital innovation in Globally. 

Mr.Samuel Nartey George expressed his gratitude for the recognition and emphasized the importance of digital innovation in driving Ghana’s economic growth. 

The Minister also highlighted the significance of collaboration between the government, private sector, and civil society in resetting Ghana’s digital agenda.

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University of Ghana (UG) Engages Ministry of Communication, Digital Technology and Innovations on Strategic Collaboration

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A delegation from the University of Ghana (UG) today visited the Minister for Communication, Digital Technology and Innovations (MoCDTI) to explore collaborative opportunities in digital innovation, skills development and policy alignment.​ 

Director of the Research and Innovation Directorate at the University of Ghana highlighted the University’s commitment to supporting national digital initiatives emphasizing the importance of aligning UG’s research and innovation efforts with governmental agendas in areas like artificial intelligence (AI) and coding.​

Professor Dodoo-Arhin noted that UG has been proactive in fostering innovation through hackathons and other programs aimed at enhancing the skillsets of young people. He expressed the University’s interest in the proposed Innovation and Startup Bill, aligning with UG’s strategic focus on innovation. 

He therefore announced UG’s readiness to provide space, expertise and certification support for government-led training programs, including curriculum development and short courses under the coders’ initiative.​

 Samuel Nartey George (MP) Minister for Communication, Digital Technology and Innovations, welcomed the UG delegation and expressed the Ministry’s openness to partnerships with academia. 

He underscored the significance of academic input in shaping policies and announced the Ministry’s commitment to completing the Digital Youth Village within three months. 

This facility, to be operated in collaboration with UG, will serve as a hub for training and innovation.​

The Minister also revealed plans to replicate such centers across the country, integrating them into a broader ecosystem to support national innovation. 

He discussed the expansion of the “One Million Coders” program to reskill and upskill Ghana’s workforce, emphasizing the role of universities in this initiative. 

The Minister highlighted the Ministry’s intent to act as an enabler for technology adoption across various sectors, including agriculture and health, leveraging AI and other emerging technologies.​

Further discussions included the formation of a steering committee to review and evaluate existing training programs, aiming to develop a unified national curriculum for technological skills, subject to approval by the Ghana Tertiary Education Commission (GTEC). 

The meeting also touched on the upcoming AI design hackathon for persons with disabilities, scheduled for May, and the 19th International Conference on Advanced Materials (ICAM), to be hosted by UG in collaboration with the International Union of Materials Research Societies (IUMRS) and the African Materials Research Society (AMRS).​

Present at the meeting were Prof. Isaac Wiafe, Computer Science Department

Ms. Mammie N. Hutchful Nortey, Senior Research Development Officer

Mr. Leslie C. Kumahlor, Research Development Officer

Mrs. Irene Y. Ashiley, Assistant Registrar and Administrator, Research and Innovation Directorate.

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EU approves 920 million euro German aid for Infineon chips plant

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The logo of semiconductor manufacturer Infineon is seen at its Austrian headquarters in Villach, Austria, June 3, 2018. REUTERS/Lisi Niesner/File Photo Purchase Licensing Rights

The European Commission said on Thursday it had approved a 920 million euro German state aid to Infineon for the construction of a new semiconductor manufacturing plant in Dresden.

The measure will allow Infineon (IFXGn.DE), to complete the MEGAFAB-DD project which will be able to produce a wide range of different types of chips, the Commission added.

Chipmakers across the globe are pouring billions of dollars into new plants, as they take advantage of generous subsidies from the United States and the EU to keep the West ahead of China in developing cutting-edge semiconductor technology.

The European Commission has earmarked 15 billion euros for public and private semiconductor projects by 2030.

“This new manufacturing plant will bring flexible production capacity to the EU and thereby strengthen Europe’s security of supply, resilience and technological autonomy in semiconductor technologies, in line with the objectives set out in the European Chips Act,” the Commission said in a statement.

The Commission said the plant – which will reach full capacity in 2031 – will be a front-end facility, covering wafer processing, testing and separation, adding that its chips will be used in industrial, automotive and consumer applications.

The aid will take the form of a direct grant of up to 920 million euros to Infineon to support its investment amounting to 3.5 billion euros. Infineon has said the plant will be the largest single investment in its history.

Infineon has agreed with the EU to ensure the project will bring wider positive effects to the EU semiconductor value chain and invest in the research and development of the next generation of chips in Europe, the Commission said.

It will also contribute to crisis preparedness by committing to implement priority-rated orders in the case of a supply shortage in line with the European Chips Act.

Source: www.reuters.com

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