
""There's long stretches of time between game releases, and you lose touch with the players, people lose touch with what you're up to--and they generally cost a lot more, the longer they take," he said. Part of what Relic will look to do in the future is "get to market more frequently," and that doesn't mean the company wants to lower the quality bar and simply ship things faster for the sake of it. Already, the studio has improved how fast it can prototype new ideas, Dowdeswell said, noting that staffers can now get a prototype up and running in four weeks."
""Even just reviewing something or summarizing something. I get more done. And I think that there's something in that concept of getting more done, that's part of where the power is," he said. As for actual game development, Dowdeswell said humans will continue to be essential to the process. "We still need people making decisions, we still need people coming up with ideas, we still need people creating an architecture," he said. "And for me at least, it's not about replacing people, it's just [about taking] some of the slightly more annoying things off the list and getting them done more quickly. There's power in that.""
Relic Entertainment intends to shorten time between game releases while maintaining high quality. Faster prototyping now enables functional prototypes in roughly four weeks. Improved project management and tighter scope control aim to reduce cost and development time. AI is being applied to office workflows such as reviewing and summarizing to boost productivity. Core creative tasks remain human-led, including decision-making, ideation, and architectural design. AI is viewed as a tool to remove repetitive or annoying tasks and to increase efficiency rather than to replace creative staff.
Read at GameSpot
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