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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Examining Early Professionals' use of Generative AI in the Game Development Process</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Josiah Boucher</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gillian Smith</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yunus Telliel</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Worcester Polytechnic Institute (WPI)</institution>
          ,
          <addr-line>100 Institute Rd, Worcester MA, 01609</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper describes an in-progress research study that examines the perceptions and usability of generative AI (GAI) in the Summer Innovation Program (SIP)- a professional development program where teams of interns create mobile games in the Unity game engine over an 11-week period. GAI applications are being deployed across industries worldwide, but the impacts of using this technology in particular fields are relatively unexplored. The goal of this research study is to identify the potential harms and benefits of GAI in the games industry, with particular focus on how it impacts the creative processes.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Generative AI</kwd>
        <kwd>Games Industry</kwd>
        <kwd>Professional Development1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>The potential of Generative Artificial Intelligence (GAI)
to automate previously un-automated processes is
disrupting work across a range of industries. This has
resulted in a need for research to better understand
the contextualization of this technology in specific
workplaces. Yet, much of the existing research on GAI
focuses on its general impacts. Given that different
contexts shape the way in which humans use (and do
not use) GAI, a deeper exploration of specific
workplace cultures is necessary.</p>
      <p>
        This paper draws on the ongoing study of the
impact of GAI on the games industry. As games sit at
the intersection of tech design, media, and arts, many
aspects of game development are both vulnerable to
potential changes associated with GAI and an ideal
domain for applying and exploring generative AI
techniques [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Indeed, GAI is generally used to
automate office work and creative jobs, both of which
heavily comprise the games industry. For this reason,
this industry offers a valuable site for investigating the
potential harms and benefits of GAI.
      </p>
      <p>
        For this study, we focus on MassDigi’s Summer
Innovation Program (SIP). SIP is a long running
professional development program that trains around
25 interns within a period of 12 weeks. Because of its
exclusive focus on professional development, SIP
offers a fruitful ground to explore the reception of GAI
in the games industry—especially among the younger
generation of game developers. Every summer, SIP
hires rigorously selected, promising interns seeking to
enter the games industry. Participants of the program
form teams and create mobile games from initial
concept to publishing on an app store using the Unity
game engine. These interns come from a variety of
educational and experiential backgrounds from game
development to music production to philosophy.
Regardless of previous experience making games, they
are expected to overcome challenges and gain the
skills necessary to accomplish this task with a
handson approach—rather than by direct technical
guidance. SIP has an extensive track record of teams
launching fully developed games, with links to
previously launched titles available on MassDigi’s
website [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Foreseeing GAI’s potential disruption to
the games industry in the near future, the directors of
the program encouraged the 2023 SIP interns to use
generative AI. As a professional development program
for young soon-to-be-professionals, this
encouragement, of course, aligns with SIP’s mission
and philosophy.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <p>
        AI for game development has a long history of use,
both for systems within games and for tools in the
development of games. Some motivations for studying
AI in games include reduction of labor costs, enabling
business models, developing new capabilities, creating
new game genres, and increasing access to playing or
developing games [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. AI has been used in games to
answer difficult problems, such as cheat detection in
competitive games [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] or improving common
processes such as playtesting, bug reporting, and other
aspects of quality assurance [
        <xref ref-type="bibr" rid="ref5">15, 5</xref>
        ]. Procedural
content generation (PCG) is often used in games to
automatically generate large amounts of content and
increase variety of content [18]. PCG is also used for
co-creativity tools to assist with tasks such as level
creation [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], and support tools have emerged to make
these systems easier to understand [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Generative AI
offers potential to expand the type of content that can
be generated, such as more complex generative audio
and music used to increase variety and interactivity of
game music compared to non-generative methods
[17].
      </p>
      <p>
        While using AI for game development is widely
used and offers great potential for improving games
and game development processes, this practice is not
without its challenges. [12] identifies ethical
challenges that AI faces in videogame development,
such as the ethical boundaries of artificially induced
emotions, the trade-off between privacy and safe
gaming spaces, transparency, and ownership. [16]
discusses the challenges that prevent the most modern
AI practices from seeing widespread implementation
in games and game developer workflows and offers
guidelines for increases AI usability in game
development. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] acknowledges the challenges of
designing effective user interfaces for AI-infused
systems, as well as the tradeoff between generality and
specialization. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] identified challenges of using
machine learning to create agents in games, such as
design, implementation, and evaluation.
      </p>
      <p>
        Literature also reveals the theme of games as an
industry historically contributing to harmful
technological advancements. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] discusses the
historical connection of games and the military
industrial complex, urging AI games researchers to
avoid and resist the continuation of that connection.
[12] warns that, in the event of the creation of artificial
general intelligence, games may have played a critical
role in that development.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Research Study</title>
      <sec id="sec-3-1">
        <title>3.1. Methodology</title>
        <p>The primary purpose of this study is to identify
GAI’s potential impact on the ‘workflow’ and
challenges of integrating GAI into creative processes.
We also focused on the interns’ general perspectives
on GAI and its ethical implications for the games
industry. The focus of this research is on the
developers themselves and their creative processes.
Our research questions include:
 What are some of the dominant assumptions
about GAI in game development?
 What are the SIP interns’ general perceptions
of GAI (e.g., the impact on the industry, the work of
game development, job opportunities, future
careers, and game development education)?
 How is GAI being used in practice?
 Where do GAI tools appear in the interns’
creative process? What does incorporating GAI
into the development workflow look like?
In order to answer these questions, qualitative data
was collected through a combination of
semistructured interviews and observation of the
program’s day-to-day activities. The fieldwork this
paper draws on is from our research activities in May,
June, and July 2023.</p>
        <p>Interviews were conducted with approval from
WPI’s Institutional Review Board and informed
interviewee consent. Individual and group interviews
with the interns and program leaders were recorded
using a voice recording app on a mobile device.
Recordings were then transcribed using the Descript
app and edited to verify accuracy of the transcription.
Beyond the interviews, the research team was given
access to the Ryver communication server that has
been used by SIP 2023 to make announcements, team
discussions, and other day-to-day text-based
communication activities. Additionally, the research
team was given permission to do participant
observation at the program’s on-site work location on
a daily basis, as well as any game-showcase or
professional networking events that are organized by
the program’s organization. The field notes have
informed the analysis of the interview data.</p>
        <p>Thematic coding was used to conduct qualitative
Data analysis on interviews and field notes. Relevant
quotes were identified from the interview
transcriptions and categorized by theme.</p>
        <p>The focus of all recorded data was on professional
activities from a public-facing organization, and
therefore the collection of this data was expected to
pose minimal to no risk to the research participants.
However, given the particular identity of the intern
participants had no significant impact on the research
findings, we still decided to keep the identity of quoted
interns anonymous. Records of all collected data have
been stored on secure servers.</p>
        <p>Interviews with SIP participants and observation
of the program were the most effective research
method due to the highly contextual nature of the
games industry. Development practices vary widely
from workplace to workplace, and the workflows of
individual developers are difficult to be meaningfully
quantified for a comparison. The qualitative data
gathered through interviewing and participant
observation methods offers insights into our primary
concern in this study: how do game developers
perceive, respond to, and utilize GAI as part of their
workflow and creative processes?</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Results</title>
        <p>We have interviewed 26 of the interns from SIP
2023. All of them participated in group interviews, and
9 of them were also interviewed individually. We did
not have any difficulty initiating conversations in these
interviews. Indeed, most interns were eager to share
their thoughts and concerns about GAI. Yet, our initial
findings suggest that an overwhelming majority of the
interns were skeptical of the claimed benefits of using
GAI in their workflows, and that many even refused to
use GAI tools for any part of the development process.
Some of the GAI applications used by SIP interns
include ChatGPT, MidJourney, Github Copilot , and
Dall-E.</p>
        <p>While data collection is ongoing, coding of the
current data resulted in four themes:
 Resistance to GAI. The most common
sentiment expressed in interviews was a general
resistance to GAI. Most interviewees directly
expressed concerns about the ethics of the
technology, as well as skepticism regarding the
benefit of its use. When one intern was asked to
explain the ethical concerns that led their team to
decide not to use any GAI tools, they responded: “A
lot of the current AI image generation tools kind of
pool in their data just from scraping the internet;
scraping Art Station, scraping Sketchfab for art and
models and stuff like that, and they use the art.
That’s the art that they used to create the images,
and we just feel uncomfortable using other artists
work for our own benefit.”
 Diverging perceptions of GAI’s benefits.
The SIP director’s decision to encourage the
interns to use GAI was motivated by professional
development concerns, hoping to prepare them for
the uncertainty of future workflows. Despite this,
interns expressed a shared concern that there are
taken-for-granted assumptions about GAI due to a
desire to increase efficiency of development tasks.
Yet, the interns tended to see such benefits as
irrelevant to their context. For instance, one artist
expressed practical concerns regarding their
attempts to use GAI to create game-ready 2D
assets: “I just find it really difficult to use. You can’t
really… it’s really hard to adjust a lot of your
images, and a lot of the good images come from
putting in [prompts] like, ‘made on Art Station’,
‘made by This Artist’, ‘in This Style by This Artist’.
It’s just not something I want to spend time writing
the perfect prompt for when I could just draw it.”
 Type of work: programming vs. art asset
creation. Despite their initial resistance, many of
the programmers among the SIP interns warmed
to using GAI over time (towards around the 5th
week). While their ethical concerns were not
entirely alleviated, they accepted the main premise
of GAI and found ways to use it for troubleshooting
or predictive coding. One intern who used Chat
GPT and Github Copilot for programming
expressed their journey with GAI during SIP:
“When [we were first encouraged] to use more AI
this summer, there was some hesitancy. I know
from what I’ve heard, a lot of the artists still prefer
to stay away from it—either for ethical reasons or
just because it’s not as good at concepting as would
be useful. But on the programming side, I think
we’ve just kind of accepted it.” This, of course,
saved the programmers time compared to finding
solutions with more traditional methods. In sharp
contrast, the artists among the SIP interns were not
able to find ways to make GAI useful. For them,
assets were not game-ready, and often lacked
consistency. Indeed, some of the interns attempted
to use GAI to generate 2D assets or music, but
decided not to use what was produced. As one
intern put it: “we need game-ready assets, and it
just can’t do that yet.”
 Skills to benefit from GAI. Most of the
interviewed interns highlighted that the widely
circulating idea among their peers is that GAI
would be able to replace a human developer for
most tasks and, as it does, it would increase
efficiency as a whole. However, many interns
disagreed with such claims. For them, GAI has the
potential to change the ’nature’ of game
development, but not to replace them or other
developers. For instance, rather than imagining a
character and drawing them from scratch, the
artists told us, they see their future selves working
primarily with imperfect images generated by the
technology. The programmers also expressed the
need for technical expertise when using GAI to
assist the writing of code; the tools they used
would often provide false information presented
as fact, and they used their own knowledge to
avoid wasting time on the incorrect solutions that
are provided by GAI.</p>
        <p>The results show that, even within the context of a
small professional development program in game
development, both the work-related impacts and
ethics of GAI manifest differently for different types of
tasks, workflows, and skill sets. The programmers we
interviewed were more willing to accept, use, and
benefit from GAI, while the artists had greater
difficulty increasing their ‘efficiency’ with GAI and
tended to feel more ethically and practically opposed
to the technology. Overall, the interns were more
accepting of GAI when it would be used as a
supplementary tool to augment workflows rather than
something to replace those workflows entirely.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Discussion</title>
      <p>These findings show that SIP participants expect
their work to change, and the nature of that change
impacts various roles in different ways; particularly
with regards to programmers (who have shown a
greater affinity to benefit from GAI) and artists (who
perceive more vulnerability to lose jobs or to have a
less satisfying and meaningful experience in
performing their work). Furthermore, for the interns,
the over-ambitious and over-hyped promises of GAI
are misaligned with the needs of a successful and
meaningful game development workplace. Because
GAI tools’ outputs are often imperfect or misleading,
requiring an amount of time to assess and fix, the
interns think that the ‘fixing’ time is often more than a
game developer simply outputting the work in the first
place. Although many in the game development
industry have found themselves in a popular hype in
which GAI is being ‘imposed’ on them with an
anticipation of increased efficiency, game developers
(at least the ones we worked with in our study) are
actively responding to the possibilities and limits of
GAI tools. We think that this finding is especially
important because it shifts the question to a design
inquiry. Our study thus suggests that the GAI tools
matter not simply in terms of their technical
capabilities, but mainly through their affordances for a
meaningful design process.</p>
      <p>In order to move away from the over-hyped and
over-ambitious discourse of GAI, many—including the
authors of this paper and many of the interns we
interviewed— prefer to talk about GAI as a tool [19,
20]. There is no doubt that this is an effective response
to the current moral panic as it reasserts the role and
place of 'human skills’ in creative industries. Yet, tools
are commonly viewed as passive, manipulable, and
unthreatening, and, as such, the idea of ‘GAI as simply
a tool’ does not help us understand the interns’ process
of ‘figuring out’ how to work with GAI. Thus, instead of
seeing AI 'as a tool', we propose an alternative
framework that shifts to GAI’s role in design inquiries
into the limits and possibilities of creative expression
in game development.</p>
      <p>Given the massive amount of media attention given
to GAI, we were surprised to find the intern’s initial
resistance and continuing reluctance to using it. One
key difference between SIP and a more traditional
professional workplace is the amount of freedom given
to the interns. While they were all encouraged to use
GAI, there was no requirement to do so. Developers in
a games company may be more strictly required to
implement this technology into their workflows and
may be less resistant to doing so if they are used to
taking instructions at face value. This comparison is
important: primarily because of the space of
experimentation and co-learning provided in SIP, the
interns were able to try to figure out how to make this
technology work for them, rather than make
themselves work for technologies.</p>
      <p>The scope of the study is limited to this particular
program and its findings are not sufficient to make any
comprehensive claims. One limitation of this study is
that the interns were required to figure out how to
make GAI useful while also working in a professional
game developer setting for the first time. This could
have made it difficult for interns to engage with
learning GAI tools in addition to learning the other
tools of the trade.</p>
      <p>While this study is still ongoing, these preliminary
findings indicate that GAI-as-support-tools for art
creation are not as robust and integrated as their
programming counterparts. While programmers set
aside ethical obstacles and found ways to make GAI
applications useful for assisting their development
process, artists were more hesitant to use GAI tools for
both ethical and practical reasons. Furthermore, many
artists expressed less resistance to GAI tools that assist
in the creative process rather than replacing the
process altogether. Future GAI tools for art creation
should focus on assisting artists in their existing
creative process.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusions &amp; Future Work</title>
      <p>This work-in-progress study answers the call for
further investigation of industry-specific impacts of
generative artificial intelligence by examining the use
of this technology in the Summer Innovation Program,
a professional development program for students
seeking to enter the games industry. Interviews with
the program participants revealed a strong resistance
to using GAI, disparity in the perceived benefits of the
technology, and sensitivity regarding ethical
implications.</p>
      <p>The scope of the study focused on the creative
practices of the program’s developers and did not
quantitatively evaluate the use of GAI for game
development. Rather, the importance of this research
lies in the subjective data collected from the interns,
providing context-specific responses regarding the
impacts the technology has and is perceived to have.</p>
      <p>The remainder of the study will be spent gathering
interview responses reflecting on the interns
experience with the program, their use of GAI (or lack
thereof), and looking to their future careers. Future
research could include an investigation into how
future professional development programs could
approach GAI, and the implications of context-specific
GAI applications (rather than the general-purpose
applications) for game development workflows.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgements</title>
      <p>This material is based upon work partially supported
by the National Science Foundation (NSF) under Grant
No DGE-1922761. Any opinions, findings, and
conclusions or recommendations expressed in this
material are those of the authors and do not
necessarily reflect the views of the NSF. We would like
to thank Monty Sharma, Tim Loew, and all of the
participants of MassDigi’s 2023 Summer Innovation
Program.
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