Steve George (@ShockDev) header
Steve George (@ShockDev) profile picture

Original Producer of H1Z1 and Founder/CEO of M80 Games Inc. San Diego. Opinions are my own and do not reflect M80 Games.

San Diego, CA
Joined August 2013
Photo by Steve George (@ShockDev)Photo by Steve George (@ShockDev)Photo by Steve George (@ShockDev)Photo by Steve George (@ShockDev)Photo by Steve George (@ShockDev)Photo by Steve George (@ShockDev)Photo by Steve George (@ShockDev)Photo by Steve George (@ShockDev)Photo by Steve George (@ShockDev)Photo by Steve George (@ShockDev)
AI Game Dev Tip: Make a custom web based editor tool that talks to your engine. What you are looking at here is the Social Media tab from our Reaper GP tool. We record game footage every week, give AI the parameters and let it cut us a formatted set of posts that are on a schedule. One button press a day and we get back to ACTUAL game dev.
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If you're developing games with AI pipelines, own it. This is a major movement, and it's going to raise the quality of what we ship. Hiding or downplaying AI use doesn't help the industry move forward. People like @TimSweeney and others are already leading the charge. Our part is to make genuinely excellent games and prove that AI, used as a tool inside a well-orchestrated pipeline, produces better results. When Henry Ford introduced the automobile, plenty of people preferred their horse and buggy. The resistance fades once the better product is obvious. This isn't one-prompt slop. It's serious game development with a solid AI pipeline behind it.
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Reaper GP now supports complete customization with color zones, decals and texture options like carbon fiber, matte...etc
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My take on using AI in game dev: We treat AI the way earlier generations treated better engines and better editors: as leverage. It takes the repetitive, mechanical work off our plates so we can put more of our time into the things players actually feel, like handling, readability, balance, and polish. We can also design large scope projects on a small team budget! What it's NOT: a way to generate a game from a prompt. We don't make those games, and we don't really want to play them either.
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Weapon of the Day: CYCLONE. Get close, spin up, shred everything in reach.
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It's Takedown Tuesday on Reaper GP
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That screen shot is from the Xbox version 🤣
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Zaxoid is getting a huge facelift and on foot character combat.
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Ported Reaper GP to UE5 over the last week and I am super happy with the results. Demo: store.steampowered.com/app/5…
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This is great example of using AI in a controlled fashion to create a solid product. Killing it @j_smedley
Hey everyone - today we announced our new 4-player Fantasy CCG Valesong - you can find out more here at valesong.com - We made the game nearly entirely with AI - We posted making of videos on the website if you're interested in learning more about how we did that.
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Reaper GP needed some love
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Replying to @aziebert
Is this your game? Wishlisted!
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New Reaper GP Trailer is live! Wishlist it now! PURDY PLEASE? 🤪 store.steampowered.com/app/5… F-Zero x Wipeout x Burnout
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When you find that preserved stash of Halo heroclix. Pretty sic.
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Steve George retweeted
Meet Pulse. One of 48 unique drivers in Reaper GP. store.steampowered.com/app/5…
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Replying to @HedebyIversen
No plugin. Nine points are scattered over the hull's surface, each one placed as far as possible from all the others, so the pieces come out roughly even in size rather than one big piece and eight slivers. Every face on the hull is handed to whichever of those nine points is nearest. Each group becomes its own object, is cleaned up, and is given thickness so it reads as solid from either side. Each piece's pivot is moved to its own centre, so it tumbles about itself rather than swinging around where the ship's origin used to be.
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My love letter to games like F-Zero and Wipeout. Hope you Enjoy! Wishlist on Steam❤️‍🔥 store.steampowered.com/app/5… @IndieGameJoe 😎
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