Issue #21

Graphics Just Got a Lot Less Manual

March 29, 20263 Stories6min Read

Welcome back. Your pixels have been upgraded.

Editor's Note

This week's articles demonstrate developers are embracing AI as a collaborative tool rather than a replacement. While Owlcat and CD Projekt emphasize human creativity in their projects, the incident with Kingdom Come: Deliverance 2 underscores the growing tension around job security as AI becomes more integrated into workflows. Together, these stories reveal a landscape where AI is not just an assistant but a catalyst for redefining roles, pushing developers to adapt and innovate in unexpected ways.

01

Owlcat says everything in its new Expanse RPG 'will definitely 100 percent be human-made,' but also that generative AI will be used for 'vision coordination' and 'inspiration'

Owlcat says everything in its new Expanse RPG 'will definitely 100 percent be human-made,' but also that generative AI will be used for 'vision coordination' and 'inspiration'

Owlcat announced that its upcoming Expanse RPG will be entirely human-made, while also incorporating generative AI for vision coordination and inspiration.

This approach allows developers to enhance creativity and streamline the design process, ensuring a unique game experience while leveraging AI for fresh ideas.

02

Kingdom Come: Deliverance 2 developer claims to have been fired, replaced by AI

Kingdom Come: Deliverance 2 developer claims to have been fired, replaced by AI

A developer from the Kingdom Come: Deliverance 2 team announced they were fired and replaced by an AI, raising concerns about job security in the gaming industry.

This incident highlights the potential for AI to disrupt traditional development roles, prompting game developers to adapt their skills and explore new opportunities in a rapidly changing landscape.

03

CD Projekt using AI efficiency tools to assist developers: 'Our games are, and will continue to be, created by humans'

CD Projekt using AI efficiency tools to assist developers: 'Our games are, and will continue to be, created by humans'

CD Projekt announced they are integrating AI efficiency tools to support their developers, emphasizing that their games will still be primarily crafted by humans.

This approach allows developers to streamline repetitive tasks, enabling them to focus more on creativity and innovation in game design.

Deep Dive

Graphics Just Got a Lot Less Manual

For years, better graphics mostly meant one thing. More time. More people. More painful shader work that nobody actually enjoys doing.

NVIDIA’s new DLSS 5 flips that on its head a bit.

Instead of just boosting performance or filling in pixels, it actually changes how a game looks. The system takes the basic visual data a game already produces and runs it through a neural model that understands how light and materials are supposed to behave. Skin looks softer and reacts to light properly. Fabric catches highlights the way you expect. Hair stops looking like plastic. All of it happens in real time.

The interesting part is what this removes. Getting that level of detail used to mean building complex material systems by hand, tweaking lighting setups, and going through endless render passes just to make something feel right. That process could take days for a single scene.

Now developers can drop this into an existing pipeline and start adjusting visuals almost immediately. Early tests are showing huge cuts in time spent on materials and lighting. One indie example floating around turned a basic voxel scene into something that looked close to a jungle you’d expect from a big studio, with a fraction of the setup.

This does not suddenly make everyone an artist. It just removes a lot of the technical grind between having an idea and seeing it on screen.

That shift matters more than the visuals themselves. When it becomes faster to experiment, people try more things. Small teams can push further without needing a full rendering team behind them. Larger studios can iterate without getting stuck in long production cycles.

Graphics are still about taste and direction. The difference now is that getting to a high level no longer feels like a separate full-time job.

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