No, it is not generative AI
Xenoblade Chronicles 3 creator Monolith Soft has disclosed that it utilized substantial procedural generation in order to manage the significant rise in assets necessary for constructing the world of the lauded Switch RPG.
As outlined by CG World (thanks, VGC), Monolith Soft’s map model designer Yoichi Akizuki, support technician Mitsuhiro Hirose, and programmer Takashi Shibahara all elaborated on how the studio began using software like Houdini to facilitate procedural generation.
Right from the start, it is crucial to note that procedural generation is not equivalent to generative AI. The former applies an algorithm strictly based on assets developed by the creators, while the latter derives data from an indefinite number of origins, frequently without explicit consent.
As Akizuki points out, the Xenoblade series has grown more intricate with each installment, and crafting everything manually would have consumed far too much time. Consequently, automating the procedural generation enabled the team to dedicate more efforts towards “real game development”.
“The primary motive for the implementation was to handle the growing quantity of assets necessary for the games. This has had a notably profound effect on our titles, which involve the exploration of vast and varied terrains.
“Previously, we managed to create between 1,000 and 2,000 assets manually, but that figure has now soared to 100,000, which is unfeasible to maintain by hand.
“The traditional approach had constraints relating to budget and timelines. Therefore, we replaced the manual placement process with a procedural one and automated it, allowing us to concentrate our development efforts on the genuine game production. We had been conducting basic research on Houdini for some time, but it was with Xenoblade Chronicles 3 that we could implement it practically for the first time as part of our asset placement framework.”
Curiously, Akizuki also mentions that utilizing Houdini allows technical artists and designers to make direct modifications when required, without needing a programmer’s input. He notes that this “liberates programmers to concentrate on enhancing the environment, creating a favorable outcome for all”.
What are your thoughts on Monolith Soft’s application of procedural generation? Do you believe there are upcoming Switch 2 titles that could gain from such technology? Share your opinions in the comments.
[source cgworld.jp, via videogameschronicle.com]
Nintendo Life’s in-house horror enthusiast, when he’s not enveloped in Resident Evil and Silent Hill narratives, Ollie enjoys immersing himself in a compelling horror novel while enjoying a soothing cup of tea. He also relishes long strolls and listens to a diverse range of music from TOOL to Chuck Berry.