From Bots To Co-Devs: Why AI Is Suddenly In Almost Every Part Of Game Development
By Maddox Hale · Published
Maddox Hale writes about story-driven games and the details most players miss, delivering narrative reviews, lore breakdowns, and opinion pieces.
Sit in on pretty much any dev talk, read Steam disclosures, or watch tools showcases right now and you see the same thing: AI everywhere.
A few years back, “AI in games” meant pathfinding, some basic enemy behavior, and maybe a chess engine if a studio was feeling fancy. Now it is touching dialogue, concept art, level layouts, QA, balance, even how studios plan their roadmaps.
I want to walk through what is actually happening here, from the part you see on screen to the tools buried deep in a studio’s pipeline, and why it feels like AI went from side quest to main story overnight.
From Dumb Bots To “Teammates”: How AI Showed Up Inside The Games Themselves
Players notice in-game AI first, so let’s start there.
For a long time, “AI” to most of us was:
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CoD or Battlefield bots running straight at you on Recruit.
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MMO mobs cycling through a tiny script.
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An escort NPC whose main job was to stand exactly where your bullets were.
That is changing fast.
AI squadmates and NPCs that actually listen
Companies like Nvidia are building full stacks for “digital humans” aimed directly at games. Their ACE for Games tech chains together speech, understanding, and animation so NPCs can talk, reason, and react in real time instead of just reading pre-written lines.
On top of that, Nvidia showed off “PUBG Ally,” an AI squadmate that behaves like an actual teammate. It can:
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Understand voice or text commands.
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Loot, drive, fight, and reposition.
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Adapt to your tactics over time.
That is a long way from “press X to ask your companion to open the door.”
We are seeing similar experiments elsewhere:
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Life sim and MMO style games plugging generative models into NPC routines so they react to your habits, not just quest flags.
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Story driven titles using AI tools to help writers generate and iterate on branching dialogue, then editing it into the final script instead of starting from a blank page.
It is not magic. It still needs strong constraints or you just get rambling NPCs. But compared to the old “three lines on loop” approach, the gap is obvious.
Smarter systems, not just smarter characters
There is also AI that you never talk to directly but absolutely feel:
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Adaptive difficulty and pacing that adjusts based on how you are actually playing, instead of just “Story / Normal / Hard.”
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Procedural events that slot side quests or encounters into your path without feeling totally random.
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AI-powered testing bots hammering maps to find stuck spots, broken spawns, or exploits before players do.
From the player side, it just feels like a game that “breathes” a bit more. Under the hood, you are looking at pathfinding plus a stack of ML models and tooling.
Behind The Scenes: The Quiet AI Tools Building Worlds, Assets, And Code
Inside studios, AI is already further along than many players realise.
A recent Unity Gaming Report said 62% of studios they surveyed had already adopted AI somewhere in their workflows, especially for prototyping, assets, and worldbuilding.
Another survey run by Google Cloud and The Harris Poll reported that around 87% of developers are using some form of AI assistance for tasks like text, voice, code, audio, and video processing.
So what are they actually doing with it?
Art, audio, and assets
On the content side, AI is mostly a helper and a shortcut:
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Concept art drafts to explore styles and compositions before human artists paint the real thing.
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Placeholder or background assets that get refined or replaced later.
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Voice and audio scratch takes used during development before final actors record.
Ubisoft even confirmed that AI tools were used to help create some assets for Anno 177: Pax Romana, with a disclosure on the Steam page that clarifies humans still directed and polished the final work.
That gives you a good snapshot of how big studios want to position this: AI is “helping” the art team, not replacing it, although a lot of artists understandably worry about where that line moves over time.
AI copilots for designers and programmers
On the design and code side, AI is basically becoming a second cursor instead of a feature on the box. Designers can type a short description of a quest or enemy behavior and get a rough implementation in the engine, then go in and reshape it the way they like. Microsoft has talked openly about giving Xbox developers tools like this in partnership with companies such as Inworld, so generating a first draft of scripts, quests, and dialogue feels closer to using autocomplete than casting a spell.
Programmers lean on the same idea. Coding assistants handle boilerplate systems, wiring up UI, setting up data structures, or writing that same inventory handler for the tenth time. Human engineers still choose patterns, do reviews, and fix the weird edge cases, but they do not have to type every line from scratch.
On top of that, live balance and analytics tools use AI to chew through match data or in game economy logs. Instead of one designer manually digging through spreadsheets, you get dashboards and alerts about win rate spikes, broken builds, or reward curves that feel off. The human call is still what gets shipped. AI just helps point out where to look.
From SaaS To Steam: Why Every Part Of Game Development Wants AI Now
Before games, a lot of people saw AI explode inside SaaS tools: code copilots in IDEs, auto-layout helpers in design apps, AI teammates in office suites. We all watched it move from “fun demo” to “okay, this actually saves me an hour a day.”
Game development is now following the same pattern, just with more art, sound, and physics attached.
A few reasons it is hitting so hard right now:
Production is getting more expensive and slower
Budgets climb. Expectations climb. Teams are trying to ship bigger worlds, with more content, on tighter margins, while layoffs keep rolling through the industry.
AI looks like a way to:
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Prototype faster.
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Fill in boring gaps like placeholder art and boilerplate code.
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Stretch smaller teams across bigger scopes.
Even if you are skeptical about the quality, you can see why managers and leads are tempted.
Platforms are starting to demand clarity
Steam started requiring devs to disclose if and how their games use generative AI in early 2024. By mid 2025, analysis of the Steam library showed:
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Around 7,800 titles disclosed using generative AI, about 7% of the whole library.
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Roughly 1 in 5 games released in 2025 mentioned some kind of gen AI usage, most of it for visual assets.
That stat is a good snapshot of how quickly AI snuck into the pipeline. If you want a deeper breakdown of those numbers, this Tom’s Hardware report on generative AI usage in Steam games is solid.
The important bit for players: AI is no longer some hidden backend trick. Platforms, regulators, and communities are starting to insist on labels, policies, and guardrails.
The upside is big, but so are the questions
AI creeping from SaaS tools into game engines brings the same mix of hype and headaches:
Upside for players:
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More dynamic NPCs and encounters.
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Faster patches and content drops.
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Potentially better accessibility tools, like smarter captions or input assistance.
Upside for devs:
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Less time burned on grunt work.
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More iteration on ideas before committing to a giant build.
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Smaller teams punching closer to “AAA” scope.
Open questions that will not vanish:
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How many jobs get redefined or removed because AI handles more of the pipeline?
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What happens with IP and training data when AI is involved in art, voice, or writing?
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Will players trust games that lean heavily on AI, especially for story and character work?
A lot of studios are trying to land in the middle: AI as a co-dev that speeds things up, humans still making the calls. That balance is going to be a big topic for a long time.
If you strip all the buzzwords away, the core story is simple: AI has moved from “cool tech demo” to “default tool” in game development. It sits next to the engine, the version control, and the bug tracker.
Sometimes you notice it when an NPC surprises you. Sometimes you only feel it when a patch cycle gets faster or an indie game looks way bigger than its credits list.
Either way, we are already playing in worlds where AI quietly influences what we see and how games feel from moment to moment, not just running from AI-controlled enemies. The real question now is how much control players and devs keep over that process as the tools get stronger.