Tommy Thompson

Tommy Thompson

@tommy.aiandgames.com

That Scottish AI and games guy... __ Founder of @aiandgames.com Game AI Programmer & Consultant Public speaker, educator, nuisance BAFTA Connect He-Him, PhD -- Weekly Newsletter: aiandgames.com YouTube: youtube.com/@aiandgames

2.4K followers502 following1.7K posts

Don't you find it funny that Sweeney doesn't want to have to acknowledge use of GenAI tools, yet when AAA studios have custom license agreements with Epic they MUST show the Unreal Engine logo on startup?

Kim Hu@kim-hu.com

I can't believe he's still at it, it's been days

Even now as slop litters Steam Next Fest... With discovery killed by vibe-clones... With players actively calling out games with GenAI disclosures... Tim Sweeney can't even convince the bloody AI grifters to peddle their shite on the Epic Games Store. I'd laugh were it not so fucking depressing.

With so much GenAI nonsense swirling around my life I'm so glad I finally made it to the Aardman exhibit at the Young V&A. Seeing all these original props, sets, models and pre-production assets was an absolute joy. Real tactile creativity at a slow and methodical pace. So freaking good.

So Epic gave me a heads-up on this 'AI MegaJam' and what their plans for it are (essentially to promote/encourage use of the new MCP plugin), but I'm just baffled by this. Like this is a deliberate Photoshop, but if the point was to encourage people to participate it's really missing the mark.

zaratustra@zaratustra.bsky.social

holy fucking shit it's real i just checked it it's right there x.com/UnrealEngine...

I get it. It's meant to be funny. But you gotta grasp that for a whole swathe of indie devs this is the enemy. The very thing that's crowding platforms with slop-clones (Al clopones? Clops? Slones?), that's stacking Next Fest with low effort trash people won't buy. Like, read the room man...

Had a right good ramble about the Street Fighter movie on the podcast this week.

AI and Games@aiandgames.com

We take a break from our regularly scheduled discourse on AI in games as @tommy.aiandgames.com, @arndreth.bsky.social and Matt Syrett chat about the new Street Fighter movie. Catch the full episode on Spotify, Apple Podcasts, and of course on our website. www.aiandgames.com/p/008-does-t...

We know some corners of AAA are desperate for GenAI to work out for them. So let them figure it out. It's a race to the bottom that years of squabbling will not prevent. If it blows up in their face, great! If it doesn't, then it helps further cements how non-GenAI product will stand out.

Seeing this headline of devs racking up debt to pay for token costs is interesting in it's candour but it's also weirdly antiquated. This is why a lot of LLM-driven games have stumbled when they try to hit the market. It costs a ton to pay for player token usage. kotaku.com/ai-driven-dr...

kotaku.comAI Driving Game Demo Already Putting Developers Into DebtHoping to launch next year, Teach My Little Sister How To Drive is prematurely sending its creators into the red over exhaustive token use
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This was a stumbling block for the first 'AI-Native Games' (still hate that term) that came out in 2024. It's hard to optimise token costs when players have the freedom to interact however they wish. It was the first reality check for the LLM hype crowd in that the business model is broken.

Multiplayer server costs are more predictable and can be baked into operational costs of a game. Much harder when you can prompt an LLM as many times as you like for an endless conversation with a chatbot NPC. Ironically the people learning this hard way are mostly indies who have no money.

Seeing this headline of devs racking up debt to pay for token costs is interesting in it's candour but it's also weirdly antiquated. This is why a lot of LLM-driven games have stumbled when they try to hit the market. It costs a ton to pay for player token usage. kotaku.com/ai-driven-dr...

kotaku.comAI Driving Game Demo Already Putting Developers Into DebtHoping to launch next year, Teach My Little Sister How To Drive is prematurely sending its creators into the red over exhaustive token use

But as I say it's kinda antiquated given most folks in this space started migrating to small (large) language models (SLMs) so they could run them locally on your GPU. There's a quality trade-off that devs have struggled with but it means you're no longer running the model in the cloud.

I slammed myself full of drugs yesterday and went on a rant about how Google Playground is just the latest in a long trend of 'AI game creation' platforms that fail to understand both that they devalue the space they're trying to cultivate, and will only further alienate gamers in the process.

AI and Games@aiandgames.com

Despite being down with the lurgy, @tommy.aiandgames.com sits down to talk PS5 QSSR, Japanese GenAI trends, the RE+X Engine, and a 20 minute rant about how this week's Google Playground announcement is indicative of a toxic trends in the AI VC ecosystem. Link: www.aiandgames.com/p/007-ai-gam...

Apparently being riddled with some sort of horrid flu is exactly the right brain wavelength for me to just sit down and smash out the final boss of Dark Souls III. Okay, I deserve a cup of tea now...

This will dominate the box office for sure, but I suspect the mixed reviews from critics and poor audience scores will lead to some cinema chains pulling it from screens early. But I suspect after a directors cut or two the DVD and streaming version will achieve a newfound appreciation and success.

Culture Crave 🍿@culturecrave.co

‘Cyberpunk 2077’ live-action film is in the works at Paramount (via Deadline)

Tommy Thompson reposted

After 9 years in development, OpenCAGE version 1.0 is releasing THIS HALLOWEEN with full custom map support! There's also new animation tools, vast UX improvements, and live-edit functionality! Alien: Isolation modding is about to (quite literally) enter a whole new level 👽

Tommy Thompson reposted

I'm working on adding large-scale structure to my procedural terrain based on Voronoi-esque cells. Down the line, this allows me all kinds of level design control not possible with traditional noise functions. For now I've tested it with largely flat cells at 3 heights. #GameDev #IndieDev #ProcGen

This is about building a new version of the RE engine to address specific pain points in production processes by having a range of machine learning (possibly GenAI) models to help developers overcome them. I need to spend more time going through this, but it reads like sensible AI adoption.

I understand people's apathy and frustration with GenAI. But it's now rather commonplace in studios - and even public engines - to have AI tools and integrations that are not intended to create slop. This sounds like a real effort to integrate specific models that help with particular workflows.

If you ever wonder how misaligned with reality the AI hype is with game dev, today I was reminded of a meeting where an AI bro tried to convince me his LLM tool would help games studios save money cus now they "don't have to hire 50 narrative designers". My guy, where you getting your information?

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Anyway I just realised today was the 4 year anniversary of running @aiandgames.com my full time. Doing the consulting, the #content, and all of that jazz. Somehow still here - doing AI in games with integrity doesn't pay quite as well. Wading through the good and the bad of all this AI stuff.

But we've done a lot of good this past year in supporting studios big and small. We've got another conference in London in like 6 weeks, launched a podcast, and there's a backlog of YouTube videos I need to finish editing!

If you ever wonder how misaligned with reality the AI hype is with game dev, today I was reminded of a meeting where an AI bro tried to convince me his LLM tool would help games studios save money cus now they "don't have to hire 50 narrative designers". My guy, where you getting your information?

I've consulted for several AI start-ups where the exit strategy for the investors was to have it bought up by Rockstar. Not 'bought by AAA'. Not 'partner with big publisher' Rockstar Because they think GTA is the north star of all game development. Letting them down gently was a lot of work.

I've always felt the games industry started crashing in 2018 but the money being pumped into it (especially during COVID) was a Hail Mary to push a broken model over the line. I'm now convinced GenAI is in the same boat. These idiots think you can defy gravity by just pumping more money into it.

Ed Zitron@edzitron.com

Reuters got some of the IPO docs. Anthropic is a total dog of a company. Spent $12.6bn to make $4.6bn in revenue in 2025, $7.33bn of which was compute costs. Operating loss of $8bn. Losses getting worse year over year. Amazing stuff www.reuters.com/business/fin...

Looking forward to checking this out if only because every screenshot reminds me of my own neck of the woods growing up (Linwood, not Coatbridge: other side of Glasgow, still shit). Survival horror in a council scheme is oddly comforting.

Chris Scullion@scully1888.bsky.social

Was looking at the Silent Hill Townfall concept art and my jaw dropped. Was back in my hometown tonight so I had to go and take a photo. There are many ways to mock my beloved Coatbridge, but “your home’s so miserable it was used as concept art for a Silent Hill game” is a new one for me

Also I didn't realise until I moved down London way that the big shopping centre in Stevenage was designed by the same architects who did a lot of these places up north. Proper PTSD wandering through there one afternoon a year or so back. Thankfully they've long since knocked it down back home.

Had a fun chat with Andrei in which we got into the weeds on how so many studios think they're "falling behind" but in truth they're all experiencing the same reality that AI doesn't just magically work in game development.

AI and Games@aiandgames.com

In the latest podcast episode @tommy.aiandgames.com chats with with Andrei Muratov, business development lead for games at Amazon Web Services. An hour-long chat about the state of AI across the industry and how everyone is still figuring out the real value. www.aiandgames.com/p/006-figuri...

Thanks to everyone who tuned in last night playing SPRAWL zero. Had a great time, lots of fun discussion, and maybe when time permits we go back and play more of the game online. Be sure to check it out on Steam. store.steampowered.com/app/3748520/...

store.steampowered.comSPRAWL zero on SteamSPRAWL zero is a fast-paced shooter inspired by the Golden Age of 2000s FPS. Survive a brutal cyberpunk city collapsing under military rule and cult fanaticism. Use your Gravity-Gloves, augments, and ...
Tommy Thompson@tommy.aiandgames.com

I finally (FINALLY) have a bit of free time and energy to jump on a livestream. So going to stream tonight (7pm UK time) and talk about indie-2000s-FPS 'SPRAWL Zero'. I'm a few hours into it, and wanted to talk about it as I play. So yeah, come hang out! www.youtube.com/watch?v=8p3B...

Been having conversations about this in studios of late (in our consulting capacity) and an emerging theme is prioritising wellbeing of devs and institutional knowledge. Moving faster can have detrimental effects on morale, staff development, and long term product viability.

jacob mills ✉️🦝🚲@jacobwmills.bsky.social

i don't use AI but my motivation to learn and create has been absolutely shredded recently just by its existence. really difficult to think there's a point to any of it when the productivity-and-tree-burning machine will just do it faster and better anyway. i used to be excited by technology :(

Knowing the importance of how fast is 'too fast' is something that's only now emerging. With studies showing increased rates of burnout, cognitive overload, and self-imposed crunch as a result of excessive AI adoption. The problem is whether businesses are willing to recognise this.

After all the perception is you're moving faster and short term impact on quality can be mitigated. But lessons won't be learned about long term implications for many until it is too late.