This Year’s AI-Driven Games: From Midjourney Art to Fully Generated Narratives

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This year, neural networks have surged in popularity, reshaping how games and visuals are created. These models are not only generating images but also powering entire gaming experiences. A notable example is a project that launched on Steam, with much of its art and world built by an artificial intelligence called Midjourney. This marks a growing trend where AI tools are taken from supporting roles into full development partners on indie titles and experimental projects alike.

The game in question is This Girl Does Not Exist, a dating sim that blends simple puzzles with narrative exploration. Its creators describe the project as a product where every aspect—graphics, characters, plot, and even voice acting—was generated with the help of AI. The claim invites players to question how much of a game can be authored by machines and where human creativity still fits into the equation.

The team behind the game is a married couple who pursued divergent ideas about how a game should be received. One partner worried that public criticism would spike if players learned that AI played the central role, while the other saw the potential for a bold, novel experience to emerge from the technology. This tension highlights a broader debate in the industry about transparency, ownership, and the evolving responsibilities of developers when AI handles core creative work.

In a recent conversation with a prominent gaming publication, one of the creators explained that a sizable challenge was achieving consistency in character visuals. Creating a single character across multiple poses required running countless prompts and refining prompts again and again to secure a recognizable likeness. The process underscores both the power and the limits of current AI image generation when applied to character design in interactive media.

When asked how they managed the transformation of a real person into a series of AI-generated poses, the creator recalled the long iteration loop: “I had to rerun many commands, test numerous attempts, and then assemble a sequence that could be described as the same character.” The quotation reflects the meticulous tuning needed to maintain continuity across frames and scenes while using AI as the primary art source.

After the project reached a playable form, the duo sent the game to well-known content creators in the space. A live stream by a popular YouTuber stirred mixed reactions. The audience’s comments leaned toward concern about AI taking on jobs in game development, rather than criticism of the game itself. This moment illustrates a common, lingering concern about automation in creative industries and how audiences perceive the use of AI in production.

At the time this account was written, This Girl Does Not Exist did not yet have a substantial number of Steam reviews to establish a rating. The game was priced at 133 rubles, which prompted some discussion about affordability and the value proposition of AI-generated content in the indie market. This context is important for understanding how AI-heavy projects are received in diverse markets and price points.

The article also recalls a prior project in the AI-generated space, a 2D shooter called Shoon, which similarly explored the boundaries of machine-assisted creativity in a more traditional action genre. Taken together, these efforts illustrate a wider experimentation trend where teams use neural networks to prototype ideas quickly while navigating questions about originality, ownership, and the role of human authorship in game design.

All screenshots from This Girl Does Not Exist can be viewed in a dedicated gallery accompanying the release, offering a visual tour of how AI rendered characters and scenes across different moments in the game. The broader takeaway is that AI-generated art is increasingly visible in real-world projects, not just as a novelty but as a viable approach to rapid content creation in the evolving landscape of digital entertainment.

The story of the first Belarusian laptop, reported in the same vein, serves as a cultural counterpoint to the modern AI discussion—reminding readers that technological progress travels unevenly and across different economies. In the current climate, AI-assisted game development sits at a crossroads, inviting players to weigh efficiency, creativity, and ethical considerations as the industry experiments with new methods and horizons.

Source: VG Times

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