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"AI is going to help you not finish games even more": Ori...
Adam Hales · 2026-06-11 · via Latest from Windows Central
Master Chief holds a plasma grenade and pistol in a futuristic cityscape from Halo 2, with glowing cityscape and dramatic lighting in the background.
Halo 2 (Image credit: Xbox Game Studios)

Eddie Smith, one of the original artists behind Halo's iconic Forerunner aesthetic and who also helped provide concept work for 343 Industries. He recently sat down with FRVR for an interview to discuss the use of AI. During the conversation, he explained how overreliance on the technology can create more problems than it solves, something he has witnessed firsthand on productions that incorporated generative AI.

Smith described his experience working on the Las Vegas Sphere version of The Wizard of Oz, a project that utilized AI tools. According to Smith, the team quickly realized they couldn't rely on generative AI in the way they initially expected. He states:

When they started it, of course, they thought the AI would do a lot of it, and they realised, no, the AI is really, it just does what you teach it to do. I look at AI almost like a toddler, an extremely advanced toddler, who’s just learned how to talk and obey standard instructions. But they’re still a really small child and they constantly have to be reinforced and read.

Master Chief stands ready with dual weapons amid a fiery battlefield in Halo 2, as Covenant dropships emerge through smoke-filled skies above a war-torn city.

Master Chief, Halo 2 (Image credit: Microsoft)

The interview then shifted toward the gaming industry, where Smith argued that developers placing too much faith in AI are in for a "rude awakening." He goes on to state:

Unless you know what you’re doing, AI is not going to help you, all the problems that people have had in games and the reasons why they don’t finish games, AI is not going to solve that. AI is going to help you not finish games even more. If you’re the type of art director who doesn’t know what they want, you still won’t know what you want.

I'm inclined to agree with Smith here. I believe the human touch is what makes art, and creative works in general, feel meaningful and distinct. While I don't think AI is something we can realistically avoid, and I can see it becoming a legitimate tool in some workplaces, I'm still hesitant about adopting it in any significant way outside of playfully turning myself and my friends into anime characters on the odd occasion, but perhaps that’s just me.

Blank Pixel

Smith had more to say on the subject, and I think his perspective is worth hearing, or reading rather:

The AI cannot be precise to what the production needs. Your artistic decisions have to be precisely calibrated for the gameplay loop. What is the game design? What is your gameplay? If it’s not going into the gameplay, don’t put it there. AI doesn’t know that. It couldn’t possibly know that. You could even feed, you could somehow tell the AI your entire gameplay design. It’s still not going to get it.

It’s also only fair to share Smith’s upcoming novel, Godspeed, so do go check that out! And with those words from Smith and me promoting his work, I'll pass it over to you. Let me know your thoughts in the comments below. Do you agree, disagree, or perhaps fall somewhere in the middle when it comes to AI's role in game development?

As always, be sure to leave a comment and take part in our poll above.


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Adam is a Psychology Master’s graduate passionate about gaming, community building, and digital engagement. A lifelong Xbox fan since 2001, he started with Halo: Combat Evolved and remains an avid achievement hunter. Over the years, he has engaged with several Discord communities, helping them get established and grow. Gaming has always been more than a hobby for Adam—it’s where he’s met many friends, taken on new challenges, and connected with communities that share his passion.