Rayark, the Taiwanese game developer behind the successful Cytus rhythm action games, has landed in hot water with allegations that it had replaced some of its artists with machine-generated imagery (MGI). The allegations arose when gamers in Korea began noticing unusual details in some of the game’s newer artworks, such as six fingers on a character and clothes and hair ending abruptly. A former artist who had been responsible for the look of Cytus 2 added his voice to the chorus of complaints, tweeting: “I feel a little bit disgusting seeing all the efforts and quality control we did turning into some shoddy AI bullshit…I’m so glad I left the company.”
However, Rayark denied the allegations, issuing a statement in which it rejected the claims of layoffs and reiterated that it was using only human artists. It also noted that it had been researching artificial intelligence and claimed that it was “preparing for the challenges of the upcoming era of AIGC [artificial intelligence-generated content].” The statement added that Rayark encouraged its artists to broaden their skills and talents and aimed for continuous learning, growth, and refinement of their game productions.
Although the technology is not yet advanced enough to generate art that rivals the skill of a human artist, it can be used to help speed up the design process for video games and provide human designers with AI-generated suggestions. Some see it as a way to reduce staffing overheads and budget costs, while others see it as a potential threat to jobs in a creative industry. The development of AI tools such as graphics algorithms and procedural design could change how games are created and reduce the need for designers and artists in the long term.
Given the advances in deep learning (a type of machine learning that involves training a neural network with large datasets), the use of AI-generated content will undoubtedly increase over time, particularly in the gaming industry. For example, in 2019, Japanese video game developer Koei Tecmo revealed that it used a proprietary AI system called “Style Machine Learning” to generate textures and backgrounds for its games. The firm claimed that it could significantly reduce the amount of time and effort needed to create high-quality backgrounds and provide different styles for each game, depending on the genre and theme. Ubisoft’s “Hercules” AI-driven project was also able to generate realistic terrain and landscapes and could potentially be used to generate assets and immersive environments for video games.
It is important to recognize that AI technologies can help designers and artists be more creative, whether through providing solutions to difficult design problems or suggesting unique combinations of elements. In addition, such technology can provide cost-effective and timesaving solutions, allowing developers to devote more time to creating innovative gameplay and storyline ideas. However, it is also necessary to consider the potential downsides of using AI art, such as the loss of creative freedom and originality in text and images, as well as the possibility of job losses in a sector already struggling with issues around job security.
The controversy surrounding Rayark demonstrates the growing anxiety about the use of AI in creative media, particularly as companies seek to cut costs, improve efficiency, and stay ahead of the competition. It underlines the need for greater transparency and ethical considerations around AI in the video game industry and for businesses to be open about how they use this technology. The shift to AI-generated content could have far-reaching implications for the gaming industry, with some predicting that it could revolutionize the sector, while others are cautious about the potential impact on jobs, creativity, and gameplay quality. As AI continues to evolve, it is crucial that video game makers consider how the technology can be used to enhance rather than diminish creativity, artistic expression, and the player experience.