Issue #15

The AI That’s Rebuilding 20-Year-Old Games in an Afternoon

February 15, 20264 Stories8min Read

Welcome back to AI Playground. This week, even the textures are getting smarter.

Editor's Note

This week’s stories show a split personality in the gaming industry . Some studios, like Ubisoft and CD Projekt Red, are leaning into AI as a way to speed up development and experiment with new ideas. Others, like Rockstar, are sticking closely to what already works, doubling down on polish and familiar formulas. The result isn’t a clear winner, but a landscape where new tech and old-school design are learning to share the stage.

01

Unity's CEO Just Explained Why Google's AI Can't Replace Game Engines (And He's Right)

Unity's CEO Just Explained Why Google's AI Can't Replace Game Engines (And He's Right)

Unity's CEO John Riccitiello stated that Google's AI lacks the flexibility and control needed to replace specialized game engines during a recent interview.

This insight reassures developers that they can continue to rely on established game engines for creative freedom and precise development without worrying about AI taking over their core tools.

02

Ubisoft aims to help machine learning find a place in every stage of game dev

Ubisoft aims to help machine learning find a place in every stage of game dev

Ubisoft announced plans to integrate machine learning into every stage of game development, enhancing processes from design to testing.

This allows developers to streamline workflows and improve game quality, making it easier to innovate and respond to player feedback.

03

No AI in GTA 6: Rockstar Stays Traditional for Blockbuster Sequel

No AI in GTA 6: Rockstar Stays Traditional for Blockbuster Sequel

Rockstar confirmed that GTA 6 will not incorporate AI technology, opting instead for traditional development methods to enhance its blockbuster experience.

Developers can take this as a reminder that established franchises often prioritize familiar gameplay mechanics over cutting-edge technology, which may influence their own project decisions.

04

Korea game leaders downplay Genie 3 threat, tout AI for productivity gains

Korea game leaders downplay Genie 3 threat, tout AI for productivity gains

Korean game industry leaders are minimizing the competitive threat posed by Genie 3 while highlighting the potential of AI to enhance productivity in game development.

This focus on AI tools can help game developers streamline workflows and improve efficiency, ultimately allowing them to create games faster and with higher quality.

Deep Dive

The AI That’s Rebuilding 20-Year-Old Games in an Afternoon

There’s something slightly surreal about watching a 2004 shooter wake up under modern lighting.

That’s what happened with Painkiller RTX. Thousands of low-resolution textures from the early 2000s had to be transformed into proper Physically Based Rendering materials so they could behave correctly under path tracing. Traditionally, that meant artists manually unpacking atlases, removing baked shadows, rebuilding albedo and roughness maps, and hoping everything still matched stylistically. It was slow, meticulous work. Multiply that by 35 levels and you are looking at years.

PBRFusion changed that equation by putting generative AI directly into the asset pipeline.

Instead of simply upscaling textures, the model was fine-tuned to understand what those textures were supposed to represent. It learns to strip out baked lighting that used to be painted into the image. It infers how rough a surface should be. It predicts how metal should respond to light. It processes whole batches of assets together so the output shares a consistent visual language across an entire level.

That consistency is the trick. Texture atlases usually break automated tools because they cram walls, floors, and props onto one sheet. PBRFusion uses context-aware generation to separate and reinterpret those surfaces correctly. It is not copying pixels. It is reconstructing material intent.

The team behind Painkiller RTX processed thousands of materials this way, then refined the results for hero assets. What used to require hand-built shaders and endless cleanup now starts with AI generating a usable baseline in hours.

This is AI applied where most players never see it: inside the production grind. It does not design better levels or write smarter enemies. It handles volume. It handles repetition. It gives small teams the ability to modernize entire back catalogs without hiring an army.

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