CEO & Emmy-Award Winner, Genvid. Previously 社長付 (President's Office) at Square Enix Holdings.

New York, NY
It's almost like they cancelled Colbert because it was deeply unprofitable, even more so relative to its time slot opportunity cost, and the local broadcast affiliates wanted to use the time instead... and kept Daily Show because it was a highly profitable cable show.
Jon Stewart is reupping at Larry and David Ellison's Skydance. Among other things, this is a reminder that "the Ellisons are turning all their programming into pro-Trump propaganda" is not correct. (See also: South Park.)
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If you have not spent the last 1.5 months with Astra or Opus 5.5 in daily dev you may have a skewed view of what their capabilities are based on social media reading. I'll break down why there is such a big wave happening in games as a result of these specific models, which are substantially better than what had come before. Coding a game requires an understanding of the language you are coding in, the structure of the code you want to write, the logic by which you lay down the code, the architecture it sits in, the components it connects to / affects, and if you are writing in an engine, the engine and its editor and plugins. Earlier this year some of these components- code structure and language- were good, but the LLMs lacked good logic, components, and editor understanding. Plus many of the systems lacked good MCP support; UE didn't add a lot of theirs until July, for example, and even then it required a lot of engine restarts. In just the last few months most of this had been fixed. Astra was the first model, launched in the second half of August, where I felt like it had the understanding of Unreal at the level of a mid-career programmer, but it blew away tokens faster than Scarface. Then we got Opus 5.5 in the second half of September and it had the capabilities of Astra 6.1 but at 1/5 the token cost, meaning I could go several days before hitting my weekly usage cap. Not only did the model properly understand how Unreal, Godot, Threejs and other systems worked, but the editors actually played nice with them. More importantly, the logic and structure of their code was nearing senior dev, and if you put it at the highest settings, could actually develop strong architectures, though it could still jump to wrong assumptions if it misunderstood you. Anyone complaining about bugs is probably misunderstanding an actual bug for incorrect logic. I find it very, very rarely makes standard bugs (like forgetting a character or putting the wrong string in, something that my best devs still do all the time). The logic issues will get better as time goes on and the models self correct. They will always be limited by an understanding of what you want to build, but they are superior at the speed by which they can code and test their own coded. Concurrent with this the recent models became excellent at Blender usage. This means they can adjust models and animation themselves, without you needing to do a lot of the legwork. This does not mean they are great at them yet; I find its animation quality to be at the level of a junior animator. It still lacks understanding of key body parts and smooth movement. But the path to getting there is clear and I suspect this will be solved within six months. They are also still bad at lighting and visual/gameplay fidelity feel. I suspect lighting it will get better at, I think gameplay feel may take a long time. These components combined are what has brought us to our current point.
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studios refusing to use AI will be beaten by those who do -faster content -more content -lower cost of dev imagine a farmer refusing to use the plow because it took jobs away from hired hands
In a few years the entire game industry will look back and thoroughly realize they should have adopted AI tech earlier. To state this more clearly: if you're a programmer in this industry and not using agents right now, something is wrong.
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Jacob Navok retweeted
They don’t understand how things work.
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Jacob Navok retweeted
Notch was the warning shot & Tim Sweeney is the killshot for the AI luddites This discussion is finished and we should move on
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Jacob Navok retweeted
Definitely a controversial statement but he's not wrong. All your favorite Roblox games use AI now. I can name maybe just 3 or 4 that I know for sure do not. Most games just don't publicly admit it due to fear of backlash. Not saying it's good or bad.. it's just the reality.
Replying to @pixieefaee
For code only... none of the art is made with AI, not even concepts, animations, or any UI. At this point there are no more Roblox games without AI code, MM2 is prob one of the most human made game rn because of the art
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Per my tweet on Oct 9th:
This is 100% correct and on point. 2026 is the year most programmers get on board in a serious manor. Those who wait of hand wave it all away will likely regret that in the future. Your time is valuable and limited. Once you get up and running on ai coding a pretty magical thing happens. You have more time for more important matters. Harder coding tasks. Design tasks. Marketing tasks. Whatever it is. I know most indies think ai anything is kryptonite. That's ok. It really is a war of attrition, and it's also ok if people never adopt it. But I think that latter point will put you are a disadvantage competitively just from a time standpoint and what you can do with it. Do not fear it. Do not handwave it away. Embrace it on any level you feel comfortable. At some point the lightbulb will go off and you realize how much more you can get done or just enjoy some more free time.
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Once again, the smartest people in the room have rational takes on AI. Game developers who are against what @TimSweeneyEpic is doing, take note: Linux maintainers have declared that LLM usage is no longer required to be declared. Linus Torvalds calls a ban on AI 'utterly stupid'. Linus adds, "Quite honestly, in my experience, the people I respect and call intelligent are not the ones that shy away from using new and interesting tools."
Linux Maintainers Can Now Submit AI-Generated Code Without Declaring It ift.tt/RfvxBJc
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Claude is the fire that Prometheus lifted, man. No way in hell are games not gonna be made without this power in the future.Just from some bedroom tests, I've seen enough. This shit is ridiculous.
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You could read the Wall Street journal sometime and find out pretty quickly where the issues with their numbers are or you could write a piece like this which asks a question that’s already been answered
Netflix Is Profitable and Still Growing. Why Did It Just Make a Huge Round of Layoffs and Oust Its Top Content Exec? variety.com/2026/tv/news/why…
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Finally people get it. AI + prompt based gaming = Metaverse. It is what @TimSweeneyEpic @ballmatthew and others have been saying for years. Note that if you said AI was relevant and accelerant for the Metaverse, they'd say it was attaching a dead buzzword to the new one for street cred. But here we are- you cannot deny what your eyes see. Very clear that the battle being waged for AI enabled gaming- especially prompts like what @DavidBaszucki is aiming for with Roblox- will lead to the exact vision of the Metaverse as put out in Ball's original essays: -Massively Scaled -Interoperable -Real-time rendered -3D virtual worlds -Experienced Synchronously and Persistently -By unlimited users It's not a future that is coming, it's already here. Intentionally built and predicted accurately years back.
I'm becoming more convinced the metaverse is going to be invented on accident by a YouTuber.
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Hey remember a month ago when we were told AI was gonna kill us all? Seems we have moved on, kind of sus for something that’s supposed to kill us all. Hmm.
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Jacob Navok retweeted
What the worst person you know is going to be saying today:
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This is Elon Musk's resume thus far. Anyone calling him stupid is, in fact, stupid.
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There is no greater loss of aura in the history of media. No contest.
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I should add that if outlets liked Wired hadn't bankrupted their integrity they would be identifying these trends and giving credit where credit's due but that's too much to ask when real tech journalism's been hollowed out in favor of anti-AI virtue signaling.
Finally people get it. AI + prompt based gaming = Metaverse. It is what @TimSweeneyEpic @ballmatthew and others have been saying for years. Note that if you said AI was relevant and accelerant for the Metaverse, they'd say it was attaching a dead buzzword to the new one for street cred. But here we are- you cannot deny what your eyes see. Very clear that the battle being waged for AI enabled gaming- especially prompts like what @DavidBaszucki is aiming for with Roblox- will lead to the exact vision of the Metaverse as put out in Ball's original essays: -Massively Scaled -Interoperable -Real-time rendered -3D virtual worlds -Experienced Synchronously and Persistently -By unlimited users It's not a future that is coming, it's already here. Intentionally built and predicted accurately years back.
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It's time. Game developers need to read Clayton Christensen's Disruptive Innovation, because he explained how this was going to go decades ago. Let's start with how Disruptive Innovation happened in the industry since inception, with the previously strong moats of distribution, technology, assets and cost all now gone. Consoles were the biggest moats. Dev kits were expensive, not everyone could access them (you needed a relationship), you needed to be able to afford to pass their cert + print discs + convince retailers who bought your product and resold to customers. Starting in the mid-2000s digital platforms on PC began to grow, but digital didn't truly shift until Steam's moved away from a closed market to an open market in the early 2010s, paired at the same time with mobile app stores also being default open, and finally consoles also enable digital stores that allowed more open distribution than before on their digital stores. As open platforms enabled distribution to everyone the next moat to fall was technical. Unity and Unreal played a hand here- before you needed to have your own engine or buy components requiring a dedicated team. Now, you could easily license the most complex part of software development Further gates fell in the late 2010s as asset marketplaces toppled inexpensive access channels to the inner moat, which was the creation of assets, animations, textures, etc. The moat still remained somewhat strong, though, because if you used marketplace content you were getting the same look as others, meaning you were undifferentiated, or couldn't copy the latest popular trend. Then there was one final, smaller moat: the speed by which you could program a game, and its cost. AI killed the last two moats in one shot for many indie titles. It can replicate unique assets, and it can quickly, for effectively zero cost, enable someone to make a copy of your game, assuming the game was simple enough. All barriers to entry (console access, distribution access, engine access, asset access, time/cost to make) are gone. The result is many games are now commoditized. Clayton said that when capabilities become commoditized the advantages of established producers erode and their margins come under pressure. He also said that markets evolve through functionality → reliability → convenience → price. As performance becomes good enough, customers place greater value on other attributes in the chain. The appearance of AI-generated copies of games, especially indie games, is a predictable consequence of technical moats being eliminated. Those whose moat was only the last one will sell fewer games because all moats are gone. The market is flooded with copies of your game that swamp the algorithm with lookalike thumbnails and gameplay. Your competitors just have to price at or below you to earn a customer because they have zero marginal cost. You have no defense, it's the equivalent of having a business making screws. We don't make screws in America anymore because Chinese factories can make them for a fraction of the price, and they're generic with no particular defense or reason to buy one brand over another. We don't want to think of games like screws, but now they are. An additional lesson from Clayton for game developers is that the market doesn't necessarily reward the effort required to produce something. It rewards the value customers perceive relative to the alternatives available to them. Competitive advantages in games increasingly have to come from things harder to replicate: community, distribution, brand/known IP, network effects, game complexity and innovation that outpaces the commoditization of your moat. GTA6, for example, has many of those advantages (notably the game is so big that AI cannot easily reproduce it). For many game developers, the basis of competition will shift away from any form of creative work that anyone can instantly copy. You will need to find a new moat. That doesn't mean you shouldn't make games. Now is the best time to do so with AI making it so cheap and affordable. But think about how you can develop a moat for your game that isn't based on assets or design that cannot quickly/easily be copied. This could be, for example, forming a copyright around unique IP that you can use to do takedowns. Generic fish and visuals do not work. Unique fish and visuals do. Even the influencer who first generated Tung Tung Tung Sachar, the AI-made Brainrot, gets his pound of flesh from Roblox games trying to use the character.
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It seems the OP may have been second rather than first, but the point works either way!
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Jacob Navok retweeted
Building in public is dead. An indie dev shared an early preview of his game where you punch walls incrementally to escape. It hit 4.7M views. Within 25 hours, a copy was already live on Roblox. His Steam page isn't even up yet, and the clone will probably outearn him.
Already on roblox, Lets see how this performs 🫡🤑
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