arandomguy
Veteran
I think there's a semantics argument here that might need to be clarified. I'm guessing real-time used in this case doesn't neccesarily have to be strictly real-time but just fast enough to be done client side during game play. For example existing procedural generation on level loads is already fairly common even though it's not actually real time.
Also in terms of asset creation the scope doesn't need to be completely from scratch. For example take Starfield, or any Bethesda game, it already has an established character creation system via "sliders." AI could just be leveraged to manipulate those sliders more efficiently than manually hand tuning and/or more effectively than the current algorithmic approach to generate NPCs.
Also in terms of asset creation the scope doesn't need to be completely from scratch. For example take Starfield, or any Bethesda game, it already has an established character creation system via "sliders." AI could just be leveraged to manipulate those sliders more efficiently than manually hand tuning and/or more effectively than the current algorithmic approach to generate NPCs.