Cloudborn's pioneering generative AI means game characters can 'learn' their own lifelike personalities and never forget

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Cloudborn's pioneering generative AI means game characters can 'learn' their own lifelike personalities and never forget
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Ian Dean is Editor, Digital Arts & 3D at Creativebloq, and the former editor of many leading magazines. These titles included ImagineFX, 3D World and leading video game title Official PlayStation Magazine. In his early career he wrote for music and film magazines including Uncut and SFX. Ian launched Xbox magazine X360 and edited PlayStation World.

Cloudborn is a new game being built on advanced generative AI, and it sounds incredibly fascinating, with the potential to rethink how future games are made and played as its in-game characters will learn and remember how you treat them, and develop personalities base on your actions. is showing how generative AI can be used to enhance game design, develop 'living' characters and create more believable worlds.technology to create a truly living open world for players to explore.

"I think the most interesting part, from from like a creative director standpoint, is the experience the player has in the game, and being able to have the AI narrate or steer part of the gameplay," says Oliwer, adding:"And an even more exciting thing in in online gameplay, where you have this deity of sorts that controls parts of the gameplay; this is the kind of thing we are trying to capitalise on."and AR/VR games - the studio sits at the cutting edge of game tech.

The idea of using generative AI in this way is"very unpredictable" as it can"kind of grow its own mind and change the shape the game experience", says Oilwer, explaining how despite using generative AI to grow character personalities live in the game, there's still a need for narrative writers and game designers to ensure it doesn't go haywire.

He says, the AI should"only speak about things relevant to its own environment, that is the most difficult part, training it with all the narrative that has been written for our game there's an emphasis that only knows a certain amount of things, I should only talk to you in relevance to its own experiences that has to be manually worked on by the narrative team.

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