Naoto Oyama
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If Pragamta's fake New York looks AI-generated to you, good, it's meant to, but the tech itself hasn't touched the game
The game Pragmata features a New York setting intentionally designed to look AI-generated, with distorted elements and uncanny errors to convey its artificial nature. Developers meticulously incorporated mechanisms to express this AI-like feel without actually using AI technology in the game's development. This approach is discussed in the context of the broader industry's conversation around artificial intelligence in game creation.
If Pragmata's fake New York looks AI-generated to you, good, it's meant to, but the tech itself hasn't touched the game
The game Pragmata intentionally features a distorted, AI-generated-like New York to create an uncanny feel, according to director Cho Yonghee and producer Naoto Oyama. While the developers painstakingly recreated this effect without using actual AI technology, the article discusses the broader implications of AI in game development and its potential to create unsettling results.
Pragmata's devs created human-made AI slop to mimic the 'uncanny feel' of LLM art
Capcom developers for the upcoming game Pragmata intentionally incorporated 'AI-like uncanny feel' into the game's environments, mimicking the distortions and errors found in AI-generated art. Producers Naoto Oyama and director Cho Yonghee explained that the team worked to recreate 'fake New York' with subtle distortions to make familiar locations feel slightly off, a process they found surprisingly difficult to balance.
Pragmata's New York-like cityscape was intentionally designed to feel "AI-generated" and "distorted"
Capcom developers intentionally designed the cityscape in Pragmata to feel 'AI-generated' and 'distorted', incorporating deliberate 'errors' like inverted streets and buses sprouting from walls. This approach aimed to convey that the New York-inspired setting is not the real city. The game is slated for release on PlayStation 5, Xbox Series X/S, PC, and Nintendo Switch 2.
Pragmata's Uncanny New York Stage Was Meticulously Crafted By Humans to Look AI-Generated
Capcom's upcoming game Pragmata features a New York-inspired cityscape that was intentionally designed to appear AI-generated, despite being meticulously crafted by human developers. Director Cho Yonghee and producer Naoto Oyama explained that the team aimed for a 'slightly distorted' familiar location, incorporating subtle errors like sinking taxis and buses emerging from walls to achieve an uncanny, AI-like feel without being overly distracting.
Pragmata’s Developers “Painstakingly Worked” to Make its New York Environment Look AI Generated
Capcom developers Yonghee Cho and Naoto Oyama discussed the creation of Pragmata's New York-inspired environment, aiming for an "AI generated" aesthetic with deliberate distortions. They detailed the painstaking effort to balance uncanny visual elements with gameplay clarity. The conversation also touched upon the challenges of designing the android companion Diana, drawing comparisons to Akira Toriyama's Arale.
Pragmata interview: combat, hacking, resource management, and more
Capcom developers Yonghee Cho and Naoto Oyama discuss Pragmata, an upcoming PlayStation 5 sci-fi adventure launching April 17. They detail the game's blend of combat, hacking-based puzzles, resource management, and the attention to visual and audio detail, emphasizing how the RE Engine's flexibility supports unique game development.
Pragmata's director appreciates all the comments likening it to an Xbox 360 game of old: 'I'm someone who's got a lot of happy experiences and memories from that generation'
Pragmata director Cho Yonghee expressed pleasure that the game is being compared to classic Xbox 360 and PlayStation 4 titles, seeing it as a positive reflection of the generation's unique games. Producer Naoto Oyama discussed the iterative design process, emphasizing the team's goal of creating a cohesive and satisfying gameplay experience.
Pragmata's action is saved by its hacking, making it feel like a third-person shooter of old: 'Finding the sweet spot has been one of the main focuses in development'
Capcom's upcoming game Pragmata combines third-person shooting with hacking mechanics, a core focus of its development. Director Cho Yonghee and producer Naoto Oyama discuss the challenge of balancing these elements to create a satisfying gameplay experience. The hacking is integrated into combat and exploration, making it essential rather than an optional addition.