@inbook{416f091b532d405195aa226df671fdaa,
title = "Video Game Development",
abstract = "Generative artificial intelligence (AI) is no longer only a research field in game development; it is a production technology already embedded in asset pipelines, narrative tooling, and user-generated content platforms. This paper traces the lineage from early rule-based game AI to today{\textquoteright}s diffusion and transformer models, then analyzes seven recent case studies, from Ubisoft{\textquoteright}s Ghostwriter to King{\textquoteright}s AI-assisted level factory, to map how automation is reconfiguring labor, authorship, and creative risk. I frame AI as a mutable design material, showing how it compresses iteration cycles yet introduces new curatorial and ethical overheads. Survey data and studio interviews reveal a widening polarity: technical roles see efficiency gains, while creative disciplines worry about stylistic homogenization and job displacement. I close by outlining research agendas in critical AI literacy, toolchain interoperability, and governance of machine-augmented creativity.",
keywords = "Authorship, Game development, Generative AI, Procedural content, Workflow disruption",
author = "Richard Savery",
note = "Publisher Copyright: {\textcopyright} The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.",
year = "2026",
doi = "10.1007/978-3-032-07605-2\_7",
language = "English",
isbn = "9783032076045",
series = "Future of Business and Finance",
publisher = "Springer",
pages = "137--155",
editor = "Stephan B{\"o}hm and Collins, \{ Stephen \} and Godulla, \{Alexander \} and Sarah Keith and Savery, \{Richard \}",
booktitle = "Future of Business and Finance",
address = "Netherlands",
edition = "1",
}