WhatwasIthinking.co.uk https://www.whatwasithinking.co.uk An Information Architecture, Web Design and Games Blog Thu, 14 Mar 2024 09:58:06 +0000 en-GB hourly 1 2908514 Artificial Intelligence Act: MEPs adopt landmark law https://www.whatwasithinking.co.uk/2024/03/14/artificial-intelligence-act-meps-adopt-landmark-law/ https://www.whatwasithinking.co.uk/2024/03/14/artificial-intelligence-act-meps-adopt-landmark-law/#respond Thu, 14 Mar 2024 09:57:24 +0000 https://www.whatwasithinking.co.uk/?p=9356

GenAI news: In a groundbreaking move, the European Union has passed the world’s first comprehensive law regulating Artificial Intelligence (AI). Endorsed by a vast majority in the European Parliament, this legislation aims to safeguard human rights while fostering responsible AI innovation.

The new law categorizes AI systems based on their potential risks and impact. This ensures stricter regulations for high-risk systems used in critical sectors like infrastructure, law enforcement, and education. Developers of such systems will be required to:

  • Minimize Risks: Implement measures to prevent harm and bias.
  • Maintain Usage Logs: Track and record AI system activity.
  • Guarantee Transparency: Explain how AI systems arrive at decisions.
  • Enable Human Oversight: Ensure human control over critical AI functions.

Furthermore, EU citizens gain new rights under this law. They can:

  • File Complaints: Challenge the use of AI systems they believe are unfair.
  • Demand Explanation: Seek clarification on decisions made by high-risk AI systems.

The law doesn’t stop at high-risk systems. Even commonly used AI models, like GPT-4 and image generators, will face restrictions. These include:

  • Transparency Measures: Complying with EU copyright laws and disclosing training data summaries.
  • Deepfake Labeling: Identifying any manipulated visual, auditory, or video content.
  • A Ban on Unacceptable Practices: Some AI applications are completely banned within the EU. These include: Biometric Categorization; Facial Recognition Databases; Emotion Recognition; Social Scoring Systems; Predictive Policing; Behavior Manipulation

The EU’s AI law sets a precedent for global regulation. This legislation emphasizes responsible innovation and paves the way for a future where AI benefits humanity while respecting fundamental rights. Before gaining formal endorsement from the Council, the law will undergo a final check by lawyer-linguists. It is expected to be published in the official Journal in May 2024.

Source: https://www.europarl.europa.eu/news/en/press-room/20240308IPR19015/artificial-intelligence-act-meps-adopt-landmark-law

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An Inside look at Matchmaking for Call of Duty https://www.whatwasithinking.co.uk/2024/01/30/an-inside-look-at-matchmaking-for-call-of-duty/ Tue, 30 Jan 2024 10:35:28 +0000 https://www.whatwasithinking.co.uk/?p=8859

Fascinating insights have emerged from the developers of Call of Duty, shedding light on the intricacies of their matchmaking system, with particular emphasis on the contentious issue of skill-based matchmaking. The comprehensive breakdown reveals that the matchmaking process weighs eight factors in total, with player skill being just one of them. Notably, connection quality is the most heavily weighted element, closely followed by the time it takes to find a match.

This disclosure counters the prevalent belief among dedicated players and content creators that ping is no longer the dominant factor in Call of Duty matchmaking. Instead, they contend that skill level significantly influences matchmaking decisions, sometimes leading to players being placed in matches with higher ping to align with their skill level. The revelation also delves into the nuanced measurement of latency, indicating that the game utilizes Delta Ping, which measures the round-trip time difference between the nearest server and the server associated with the evaluated lobby. Although the blog assures that players typically connect to servers in close proximity, it hints that exceptions may occur, likely influenced by the time-to-match factor.

More information and the full blog post is here: https://www.callofduty.com/blog/2024/01/call-of-duty-update-an-Inside-look-at-matchmaking

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Video Game IPs – what happens when a studio closes https://www.whatwasithinking.co.uk/2023/12/21/video-game-ips-what-happens-when-a-studio-closes/ Thu, 21 Dec 2023 23:04:55 +0000 https://www.whatwasithinking.co.uk/?p=8425

I’ve been thinking about the layoffs and studio closures today. We lost a lot of talent this year, and we also lost some amazing studios (Volition being the one that struck me the hardest personally, having enjoyed their games since 1995 with Descent, Freespace (which I still fire up to this day regularly), Summoner and more).

A question was raised to me recently by a few people was: “what about those IPs? What is happening with them?”

Right now, based on what I have been told behind closed doors and what I know, I can foresee that most of these IPs won’t go on sale — just yet. We will unlikely see a firesale like we did back in the THQ / Atari days, largely because of two reasons:

  1. Those IPs are still considered a value proposition: some of the IPs are still considered ‘high value’ due to the Lifetime sales they achieved (maybe not launch sales, but LT is definitely a factor).
    OR
  2. The owners of these IPs may not fully know what their value is right now, or what to do with them: it is very likely that IP owners do not yet really know the full value, based on recent sales performance vs cost of the latest title, and therefore might not be in a position to fund a team to develop the next title. This is especially challenging if the previous title did not sell well or had a negative response from its community.


Now what would I do, if I owned those IPs?

  • A value review, focusing on the lifetime sales accrued to date vs cost to develop previous titles.
  • A community value review, focusing on what the community thinks of the title.
  • An insights outreach, similar to what Capcom, Blizzard Entertainment and other studios do, where surveys with potential sequels could be put together, to get feedback from a segment of those players and identify what might be sensible.
  • An internal proposition review, based on the 3 previous points: which IPs make sense to progress with right now, which ones do not?
  • A financial IP review based on the above, identifying if an IP is worth selling, and if there is even appetite for that IP. I know from anecdotes that Gamescom is a fantastic opportunity for those coffee chats.
  • Have the industry and your own studio recover! There is absolutely no point jumping head into that without knowing you can afford to hire and afford to set up a team to make that IP happen. I would absolutely be patient, ensure I am stable and can afford a 3-5 year dev cycle for this.

Obviously, this is not up to me, as I don’t even own a studio, so I am just musing on a Thursday night (and to avoid me looking at the Steam sale! 😉 )

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GameDeveloper: How should face models be compensated in video games? https://www.whatwasithinking.co.uk/2023/12/10/gamedeveloper-how-should-face-models-be-compensated-in-video-games/ Sun, 10 Dec 2023 18:15:45 +0000 https://www.whatwasithinking.co.uk/?p=8342

Delving into the fascinating realm of video games, one might ponder the intrinsic value of an actor’s face in this dynamic industry.

Picture this scenario: You’re a performer, securing a role in a video game that requires just a single day of your time. The task is laid out plainly—they need to scan your uniquely distinct face to craft a meticulously detailed 3D model for a video game character. You sign the necessary paperwork, undergo the scanning process, and then, fast forward 2-3 years, you witness your own visage gracing the screen in a trailer unveiling a new playable character.

This exact scenario unfolded for actor and model Shahjehan Khan with the recent release of NetherRealm Studios (WB Games)’ Mortal Kombat 1. In a delightful and charming TikTok feature alongside WBZ | CBS Boston’s News Radio’s Matt Shearer, the Boston native shared his enthralling journey of becoming the face behind Quan Chi, a longstanding character reimagined for the series’ soft reboot as a DLC character. The story highlights the intriguing intersection of real-world performances and the digital realm, showcasing the lasting impact of an actor’s contribution to the immersive world of video games.

An interesting read: https://www.gamedeveloper.com/art/how-should-face-models-be-compensated-in-video-games-

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The First GTA6 trailer dropped – here’s what I’m thinking https://www.whatwasithinking.co.uk/2023/12/05/the-first-gta6-trailer-dropped-heres-what-im-thinking/ Tue, 05 Dec 2023 10:16:42 +0000 https://www.whatwasithinking.co.uk/?p=8283 A few thoughts on the GTA6 trailer from Rockstar Games

The first GTA6 trailer, courtesy of Rockstar Games

Reflecting on the three generations that have passed since the iconic GTA: Vice City, it’s not just the expansive scope of the city that captivates but the remarkable quality of the character models that truly stands out. The evolution from the original 3D portrayal of Florida’s gem to the present is nothing short of astounding, especially considering the passage of over two decades.

I know the game is maybe 2+ years away still, but GTA 6 emerges as a true frontrunner, not only in terms of technical advancements but also in the realm of artistry. The photorealistic rendering of skin and hair, coupled with the breathtakingly lifelike animation, represents a colossal leap forward. This first trailer effortlessly dispels any lingering doubts about the prolonged gap since the last major GTA release. The sheer dedication, evident in the form of relentless effort, resources, and investment poured into this game, is nothing short of staggering.

It becomes clear that the wait has been well worth it, given the unprecedented level of detail and craftsmanship that GTA 6 will bring to the gaming landscape.

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UI Components Handbook https://www.whatwasithinking.co.uk/2023/03/29/ui-components-handbook/ Wed, 29 Mar 2023 12:01:00 +0000 https://www.whatwasithinking.co.uk/?p=6181 No matter what kind of UI component you’re working on, there’s no need to reinvent the wheel. To make your work easier and shorten research time, the folks at UI Guideline analyzed some of the most popular design systems and UI libraries to standardize the design and code of more than 40 UI components. The result is the UI Components Handbook.

For each component, the handbook gives you an overview of real-world examples, anatomy, grouping, and properties of the component. The cherry on top is a ready-to-use Figma component that includes all the best practices and the ready-to-use HTML code that you can use as a starting point to code and style your own component.

https://www.uiguideline.com/components

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