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  • 19/2/2025
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00:00Hey, it's great to be here.
00:02You might have seen like some exciting news came out about
00:06work that our teams are doing on the world human
00:09action model.
00:10So Katia and Dom Katia from our Microsoft Research team.
00:13Dom from Ninja Theory. We're here to talk about this
00:17interesting work and how it impacts our kind of future
00:20in research or future in game development.
00:23It's also interesting note that this model was just published
00:27on Azure Foundry.
00:28The weights for the model were just published on Hugging
00:31Face.
00:32Because we want to make sure that the industry of
00:35creators and researchers are able to engage with this work
00:38and we can all learn together.
00:40We definitely look at this work as a unique opportunity
00:43to kind of leverage the intersection of art and science,
00:46which is what video games are to grow with the
00:49creator community.
00:50That's what these tools are about.
00:52We think there's a really unique opportunity to use technology
00:56to do things that they've never done before.
00:58We have a great great opportunity with two teams that
01:02happen to be frankly right next to each other in
01:05Cambridge in the UK in our game studios and Microsoft
01:08Research and it's been awesome to see the collaboration with
01:11between those two teams. So what I'm going to ask
01:14is I want to have Katia talk about how they
01:17see this technology and the work that they've done.
01:20Absolutely thank you so much.
01:22Fantastic to be here and reflect on the work that
01:26is coming out today.
01:27A key to this work from the very beginning was
01:31to try and understand how we can really ground the
01:35development of generative AI models in an actual understanding of
01:40what users need.
01:41In this case, what are the kinds of model capabilities
01:45that would be needed in order to really empower creatives
01:49to let them explore ideas more quickly,
01:53more deeply than they might be able to do with
01:57traditional tools.
01:58And so in this work we grounded our generative AI model
02:02development in a user study with 27 game creatives and
02:07we were able to tease out that aspects like iterative
02:11tweaking and divergent thinking,
02:13which have already been well established in the computer supported
02:18creativity research. Those continue to be really key when creatives
02:23want to engage with these types of models,
02:26but often they're an afterthought in model development.
02:31So we turned that on its head.
02:32We started from those capabilities and then try to really
02:36systematically push on the model capabilities that might be needed
02:41in order to support tweaking,
02:43ideation, rapid interaction. And so that is how we
02:48developed WAM and focused specifically on those model capabilities of consistency,
02:53diversity and persistency. And you can read a lot more in
02:56the research publication and the demo videos associated with that.
03:00I'll tell you one of the things that I get excited
03:04about.
03:04You know, one of the things we care a lot about
03:07at Xbox is game preservation,
03:09and I think about an opportunity to have models learn about
03:13older games,
03:13games that were maybe tied to unique pieces of hardware
03:17where that engine on that hardware is kind of time
03:20will erode the amount of hardware that's out there that
03:23can actually play a game.
03:25But you can imagine a world where from gameplay data
03:28and video that a model could learn old games and
03:31really make them portable to any platform where these models could
03:35run.
03:35I think that's really exciting.
03:37We've talked about game preservation as an activity for us
03:41in this.
03:41These models and their ability to learn completely how a
03:45game plays without the necessity of the original engine running on
03:49the original hardware,
03:50I think opens up a ton of opportunity.
03:53But the fact that this is research that was done
03:56on top of bleeding edge for Ninja Theory Dom,
03:58why don't you talk about how bleeding with the role
04:01that bleeding edge plays and how you as a creator
04:04think about this technology?
04:05Yeah, thanks Phil. Yeah, so as you mentioned,
04:08catchier and catches team and our team here in Ninja
04:11Theory.
04:11We happen to be in the same city in Cambridge
04:14in the UK.
04:14We know each other so when we joined Xbox
04:17Game Studios we were introduced to catcher and we started
04:20to think about how could we collaborate and we've been
04:24working together now for a few years and catcher asked
04:27if they could use bleeding edge as a multiplayer catalog
04:30title as a testbed for their research and for this
04:33technology.
04:34We were happy for them to do that and what
04:36we're looking at today is really the fruits of the
04:39work that catcher and the team have done.
04:42And I think for us as a as a game
04:45creator,
04:45the thing that I'm always really interested in is how
04:49can we help our teams do more?
04:51How can we help them to push their creative ambitions
04:55and their creativity even further so?
04:57Technology like this for me and I think for our
05:01studio here at Ninja Theory is not about using AI
05:05to generate.
05:06It's about using AI to generate the results that we
05:10want.
05:11It's not about using AI to generate content,
05:14but it's actually about creating workflows and approaches that allow
05:19our team here of 100 creative experts to do more
05:23to go further,
05:24to iterate quicker, to ideate quicker,
05:27to bring their what's the ideas in their heads to
05:30life in a tangible form for others to to see.
05:34So you know, although this is technology that we haven't
05:38used in the creation of our games and we don't
05:42intend to use this technology for the creation of content,
05:46I think the interesting aspect for us that is exciting
05:50is how can we use technology like this to make
05:53the process of making games quicker and easier for our
05:57talented team so that they can really focus on the
06:01thing that I think is really special about games,
06:05which is that human creativity.
06:08Games to me are really creators using the medium of
06:12games to talk to their audience,
06:14to communicate through the medium of interactivity,
06:18and that is core to game creation for me.
06:21So what's important with this is that we have the
06:25human creativity,
06:26but through this technology we can empower them to do
06:29more and push their own dreams further than they have
06:33been before.
06:34Yeah, like we're always thinking about how do we put
06:38our creativity in the hands of creators so that they
06:41can create things that they haven't been able to create
06:45before? I know you and the team will continue to
06:48make progress. We obviously have Game Developers Conference coming up.
06:51It's always a unique opportunity for us to talk about
06:54more of the innovation that's happening between our creative teams,
06:58our platform teams, and our research teams,
07:00and I'm really excited about what we will get to
07:03show next.
07:04But congrats again on all of the progress.
07:06Thank you very much and thanks for the fantastic collaboration.