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Sony: “Efficient” AI Tools Will Increase Game Releases

The gaming industry is witnessing a significant transformation, spurred by the advent of user-friendly game engines and the rapid shift toward digital distribution. This evolution has led to an unprecedented surge in the number of commercial games released annually, particularly on platforms like Steam. Recently, Hideaki Nishino, President and CEO of Sony Interactive Entertainment, announced that we can expect an even swifter increase in new game releases, driven by innovative AI development tools that simplify project creation for both established and emerging developers.

During an investor presentation on Friday, Nishino emphasized that Sony is poised to see a substantial rise in the volume and diversity of content available to players in the near future. This anticipated growth is the result of AI tools that “lower barriers to creation, accelerate development cycles, and allow more creators to enter the market,” he stated.

Nishino provided concrete examples from Sony’s own game development initiatives. Within the company, developers are already leveraging AI tools to “automat[e] repetitive workflows” in crucial areas like quality assurance, 3D modeling, and animation. One such tool is called Mockingbird, which enables Sony artists to swiftly convert raw motion capture data into in-game animations. While it cannot replace human motion-capture actors, it allows for significant time savings, transforming animation work that traditionally took hours into processes completed in mere seconds.

The advancements don’t stop there. AI-driven machine learning tools can analyze “videos of real hairstyles” and apply this information to automated animation models capable of depicting “hundreds of strands,” thus replacing the painstaking task of individually placing each strand by hand, according to Nishino.

In the same presentation, Hiroki Totoki, President and CEO of Sony Group, highlighted the improved “efficiency” brought about by AI tools. He noted that this efficiency would pave the way for “more innovative and ambitious projects—those that were previously challenging to undertake due to cost and time restrictions.”

Totoki also mentioned a pilot collaboration with publisher Bandai Namco, which showed remarkable improvements in speed and productivity per team member in video production. Although the team needed to refine generic AI models to address issues related to “consistency and controllability,” they found that these models could enable “highly sophisticated and realistic outputs that were once impractical due to production time constraints.”

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