The goals are to tell stories and give personal accounts from my career 2012 to present, answer questions and help others understand what it's like and how they might be able to get into the industry.
Billy Chatterton - Video Game Art/Design Blog
Thursday, March 5, 2026
Do Game Developers Need a College Degree?
The goals are to tell stories and give personal accounts from my career 2012 to present, answer questions and help others understand what it's like and how they might be able to get into the industry.
Monday, February 9, 2026
Generative AI is impossible!
Everyone is talking about "generative" AI, but is it even possible? If AI is "generative" why is the issue of copyright infringement coming up? Why can't it write articles and generate images and videos without obvious tells. I've specifically tried to determine of it can write code.
Merriam Webster Definitions:
Let's start by looking at definitions. First "generative AI" has been used for a while so the definitions are already spoiled by it's existence and general use. It's being used to define itself. If this isn't interesting to you, skip down to the next subheading and we'll look at computer limitations with generation.
Generative: let's ignore b as it's self declaring. We have generative as "reproducing" and c in "reproduce is "to imitate closely" and d is "to present again" so okay I'll give AI this, it can copy entirely or closely what it is given source, this however isn't how it's being advertised either to consumers or investors.
So let's look at the word create. "to bring into existence" computers can create new files, this is a low bar though. "to invest with a new form, office, or rank" not really, "to produce or bring about by a course of action or behavior", well AI makes a lot of people angry and that is an emotion it creates in people, again not what we're looking for. ": cause, occasion Famine creates high food prices." oh there we go AI raises our energy bills, bingo we got one! ;) 4, is what's we're being sold "to produce through imaginative skill" sorry computers are incapable of "imaginative" or "skills", so no a computer can't create anything by definition. Anyone with common sense or a computer science background already knows this.
One last word: "new" because this is the source of the copyright infringement and really how AI is suppose to save us... can it make anything new? Well AI is new, but people have created AI, it hasn't created itself, and looking at the definition of "create" above it can not.
What computers can't do
Divide by zero! Correct, but not what we're looking at.
Answer: Generate random numbers.
Computers are fast at math and problem solving they've been programmed to handle, but can not generate something as simple as a random number from 1-6 for a dice roll, or even 0-1 for a coin flip. This is literally impossible. How is it done then? Random number generators are "seeded" with a value. usually time in it's smallest measurement in a tiny factions of a second so even if you run the software multiple times in a second it will give you different outcomes to these supposed random numbers. However if you seed the same random number generator with the same seed it will ALWAYS generate the same numbers in the same order EVERY time. This is also why these "random" numbers never feel truly random even before programs manipulate them for better odds for or against the player. In real life true random will give you combinations you seldom see in computer's random numbers. Never bet on anything with a circuit board in it!
Gaming Tip: This is how "save scumming" is prevented in games. No matter how many times you re-load your save that "random number" will always be rolled the same. This is because the "seed number" is also saved so the random numbers ALWAYS roll the same.
AI Created Content:
Now that we know everything in computers needs to be "seeded," what does AI do? It's seeded or trained on data models. So the Call of Duty AI that "generated" the 6-fingered zombie obviously had pictures of zombies, Santa, snow, blood splatters, etc. However no one told it what fingers are, how many humans have and how to make sure the image it mashed together (from that seeded data) only has 5 fingers.
The same way computers are unable to generate random number, they are far more unable to generate unique images, video, sentences, or anything else. The 6 fingered zombie took images it had been trained on and basically Photoshopped a bunch of them together to create that image. Don't get me wrong the programs to do this are impressive, but it did not create anything. This is like hiring an outsource artist you don't know to create an image for you and find out it's a computation of stolen images off the internet, except you know this is what you're getting before ever searching.
If you ask AI to generate an image of something it hasn't been trained on, and it doesn't have an internet connection to search for content, or the AI can't define the words you use to prompt the results will be nothing, or some default values you aren't looking for based on the programming. These images are like random numbers added/multiplies and put through processes so that the output isn't exactly the input, but also isn't new, it highly complex math being done on the seeded images to hide the copyright infringement to try and avoid a lawsuite.
So then how does AI do "unintended" or "untrained" things like Darth Vader dropping F bombs to 8 year olds playing Fortnite on their mom's cell phone? Easy it was allowed to train itself. Most likely by recording open voice chat, converting that voice chat to text, was repeated enough by the community to become important, calculations were done in the code that was determined to be a "greeting" or something else that the AI should start learning to appear to be part of the Fortnite community and Darth Vader talks like your average Fortnite tween.
AI Playing Games:
So one of AI's biggest accomplishment is beating humans in games. The 1997 Garry Kasparov vs. Deep Blue. How did this play out? There was nothing generative, all of the possible moves were available to the computer, it played using chess champions moves, it calculated all the possible moves multiple-moves into the future and simply came up with the best possible moves based on the current situation and being able to weigh more possible moves then a human player is able to without emotion. The win was in faster move processing than a human brain to make better choices, not in generating new moves or strategies.
Taking this to the next level of AI neural networks playing more complex games like StarCraft. The AI is again "trained" or "seeded" on the entire competitive library of StarCraft games, given smaller sets of goals to work it's wait towards the goal of winning and through trial and error comes up with the best possible moves (again limited by the game rules) based on the current situation to win.
AI Writing Code:
The last subject I want to talk about is "generative" AI code. I really thought computers would be able to write their own code better. Writing code isn't "easy" it requires understanding how to ask computers to do things in the precise ways and orders they need to be asked. However compilers already take "human readable" code and turn it into machine languages and have all the rules to do that. I really thought the fact that there is nothing "generative" about coding (all of the syntax is set and has defined rules) would allow AI to handle this task. However this limitation seems to be the same one that doesn't allow it to write articles, books very well. There is a lot of problem solving and information that has to be used across the entire scope of a program that is similar to say writing a novel. Coding could be seen as an exponentially larger game problem, the difference I think is there is no one right answer or clear "winning" goal. If you could explain the input and output of your problem to a computer I would expect it to be able to find a solution eventually after brute force trail and error similarly to chess, but this has proven to not even be close so far.
Satya Nadella (Microsoft's CEO) has publicly stated 20-30% of Windows 11 code is written by AI and it's been over a year of buggy mess patches that at times have prevented the OS from even booting.
In my personal experience I've asked AI how to do something in Unreal Engine 5's C++ and asked GitHub Copilot to either fix, or fill in code between lines of working code to do something. Even very simple tasks turn into dozens of prompts trying to get it to do simple tasks. More then once it takes perfectly working code and makes multiple edits trying to change the wrong parts until the code no longer compiles and it can't even back out it's changes to return to a working state again. Don't get me wrong I like Copilot, but it's basically a Google search inside Visual Studio, or it can save you time drilling through references to find what you're looking for faster, help you find compile errors, etc. It can not reliably write code, when it does, it requires immediate refactoring to fix bugs and logic errors. I've also used AI professionally, I'll refrain from specific examples, but the the results were similar and worse.
Summery:
Part of me hopes this post ages poorly, but most of me is glad it will not. Computers are a great tool, but you can't let them "think" for you, they can't generate a random number much less a thought. Instead corporations control what the AI generates by way of it's "seeds" and code. I think the tools computers provide for us will continue to improve over time, but they can not "generate" anything they will only sort data quickly and treat that data however they've been told to treat it.
We're being sold a fantasy of "generative AI" no one can deliver, corporations and individual users need to stop sacrificing people that can solve our problems for computers that can not, and don't overestimate the data provided by "AI" it's only as good or bad as it's been told to be either intentionally or through it's own bugs and limitations.
Friday, January 16, 2026
Rising Video Game Prices?
This is hopefully a first post in a mini-series about the current state of game development in 2026. This is not defending the rising cost of video games, just some history I find it surprisingly unknown when conversations come up to help educate on this conversation.
My first experience with Video Games was at my grandparent's house. Back in the early-mid 80's the systems were so expensive I didn't know anyone that owned one in my circle of friends. It was a luxury item sold to those with money. It wasn't until LATE in the Atari 2600's life span that the same grandparents bought us one for Christmas after playing it at their house for years. I didn't know anyone else with one, but it was a hit to play with friends well past it's relevance in the industry.
1983 Games Cost ~ $98
This add is from circa 1983, well after the Atari 2600/VCS launch (1977 at: ~$200), and the 5200 was already out. I used this image because there are multiple systems and game prices. The $29.99 games adjusted for inflation in 2026 would be around $98 today and they peak at $37.
1996 Games Cost ~$145
My first system was the original Game Boy and I saved up and bought a SNES on a Black Friday door buster sale years into it's life cycle. I had a friend with an NES, another with a Genesis, but most still didn't own a system. It was a big deal when one of my friends has a sleepover weekends where they rented a SNES and Street Fighter II and we played it most of the 3 day weekend. It was still expensive enough families chose one system and you'd pull all your birthday/Christmas money to buy one game and sometimes be able to scrape up enough to pull something out of a bargain been a couple other times a year at best. I'd get 3-4 games a year, play the ()*$# out of them, and towards the end when they were more common swap games with friends for variety. Part of the choice of game purchase was something you couldn't swap with someone in your circle of friends. Blockbuster was a popular choice to rent a game over the weekend if I had $5 saved up.
Gaming became very popular again with the Nintendo Entertainment System (NES, released in 1985 priced ~$200) and continued growing up through today. This add from circa 1996 and shows multiple games at $69.99 adjusted for inflation (2.45%) in 2026 that's about $145 per game.
2006 Game Cost ~ $96
Summery:
- 8 million - Pac-Man
- 6 million - Space Invaders
- 4 million - Donkey Kong
- 4 million - Pitfall
- 3.8 million - Asteroids
- 350 million - Minecraft
- 220 million - Grand Theft Auto V
- 82.9 million - Wii Sports
- 79 million - Red Dead Redemption 2
- 78 million - Mario Kart 8 / Deluxe
I do think the main thing game pricing got right even into the early 2000s is that everything wasn't at the max price point, games had a better understanding of where they fit in the pricing system than they do now, indie are the only place that still applies today.
Friday, October 23, 2020
Season Passes
2020 presented me with an unplanned and unique opportunity to complete four season passes in roughly a months time. Since this will likely not happen again, I decided I should document what I learned about the differences in the passes.
Season Passes are the current preferred monetization method in free-to-play games and some retail games are using them as well.to continue monetization and player interactions over time. The consistent features of the passes seem to be a limited amount of time to earn rewards (usually new to the game and cosmetic) with free and paid tiers of rewards you unlock during the time the pass is active. While the free items are free to earn while the pass is active, the paid items require hard currency (currency you can buy with real money) to be paid to unlock them, and will often allow you to earn back the full purchase price of the pass if you earn a high level within the time frame the pass is active.
Below I will give a quick comparison of the four passes I was able to recently complete.
Rocket League:
Normal Levels:
Fortnite:
What's Unique:If my memory is correct Fortnite and DotA 2 started the Season Pass idea and the Battle Pass hands down has the most content in any pass I've looked into. In the Marvel pass they have 8 characters, not to mention other cosmetic items like tools, backpacks, gliders etc. They also have an extensive challenge system that has random daily challenges, and curated weekly and event challenges that both help you make fast progress through the pass and unlock new content if you complete enough weekly content, including skins. The way the challenges are spaced out make the pass relevant for it's entire duration in a way I haven't seen any of the other's accomplish. A late unlock Wolverine skin that is unique requires eight and a half weeks worth of weekly challenges to be completed. Each pallet swap of the 8 main skins require the majority of a specific set of two week challenges to be completed, so even in the last two weeks when you're well past max level you're still doing weekly challenges to unlock variants. Also these weekly challenges aren't retired at the end of the week so if you're on vacation, buy the pass late, etc., they're all still there to complete. Battle Pass is a very player friendly design. My only complaint is I thought I was getting to the end a couple times and kept getting more content, but really that's just more to do!
Dauntless:
What's Unique:Magic the Gathering: Arena
Also experience to level up seems very limited. There are daily challenges, that will cache up to 2 previous days to give you a total of 3 days worth of challenges to grind at a time, daily wins, and one other bucket I can't remember. After you complete these I don't believe there is a way to progress your pass until the next day. This is probably a design limitation to control the flooding of packs and currency by people rapidly completing a pass?
Sunday, April 15, 2018
Longshot - Madden NFL 18 It's Good! What?
I was pleasantly surprised with Madden NFL 18's Longshot. I rented the game to check out the use of the Frostbite engine and see the story mode I'd heard great things about. Even expecting it to be good I was still surprised with how good it actually is. I'll avoid plot spoilers so feel free to read without to much worry, if you're really interested you'll have played it by now anyway!
Frostbite doesn't relieve the main problem I always have with Madden games, the uncanny valley is massive! Time was obviously spent on the main characters to make their models the highest quality in the game to help. Wade and Cruise specifically got a lot of work while the other cast have a range of quality between these two and the coaches in game that look pretty bad. With the massive uncanny valley in Madden shockingly they were able to string a thin rickety rope bridge across the valley making you care about the story despite the massive valley looming below daring you to look down and break immersion with every step!
Story character's skin is done so much better than anything else in the game. Coaches and crowd are really a spot Madden's visuals break down. Also the voice acting was very good. There were only a couple of lines I can think of that didn't feel like they belonged in the situation, most of them were delivered well. The music in Madden is always very far from what seems fitting for an NFL game. Longshot takes place in a Texas town and has an appropriate country style soundtrack that fit far better than their normal game's soundtrack fits NFL football.
A couple of things I hope they change for next season are the quick-time-events. I'm never a fan, but these aren't normal Madden controls and don't fit in any way with the game. The ones where you move your floating ball cursor to the highlighted location and then have to quickly press whatever button prompt only shows up when you're already tracking correctly caused headaches especially the first couple times. Also as in Telltale games the conversation quick-selection is to fast. The game should take input immediately and keep going, but stop and wait for your input too if you need more time to pick, and the defaults aren't what you always want to pick. Quick-time-events can be failed easily even when you know the correct answer and what you're suppose to be doing.
Lastly, towards the end of the game there are a string of 5 challenges that don't save between each. That's just far to much content to have to repeat if you can't get through it in one sitting. I assumed at the completion of each it would save like a normal game and had to replay almost the entire thing.There are some pretty nice plot twists and what appears to be reuse of other Frostbite assets, but in a really cool way. I do wonder how much you can change the story by your choices such as Cruise's ending, I had to re-play a bit because of the bad save system, and it appears the story is pretty set, but you never know for sure. One character Ross is completely annoying until he has a scene with a hoverboard that just pushes him over the top and kinda made me like him after that.
It surprised me how good the story was from a game that hasn't had any in the past. I'm waiting for next year to see the next chapter of the story and see what Frostbite improvements they can make for year two! Madden is a game I normally buy one copy of per system, but the story mode might change that for me. The beginning of my play through from my Twitch stream is embedded below. Like this post it ends right before any major spoilers. And further into the game you get to use actual Madden controls and gameplay and it gets far better. Enjoy!
Tuesday, February 13, 2018
Blood, Sweat, and Pixels - Mini Review
So I did something I do less then I finish a game: I finished a book! I received this book from my wonderful wife for Christmas and 16 days into January I completed it with travels and all.Who should read this book?
- Everyone considering going into the game industry before spending considerable time, energy, and money on that pursuit. You should know what you're getting into!
- Anyone that has ever posted an angry complaint about a video game. Realize what went into the game before you rant. Chances are they are painfully aware of many more problems with the game than you are.
- Anyone who loves games and wants a better appreciation or idea of how they are made.
- Anyone already in the game industry could probably find something useful here. Either a pitfall to avoid, or just a realization that other studios have/are going though the same thing you are.
- Pillars of Eternity
- Uncharted 4
- Stardew Valley
- Diablo III
- Halo Wars
- Dragon Age: Inquisition
- Shovel Knight
- Destiny
- The Witcher 3
- Star Wars 1313
Games can and should be scheduled out to work within the studios budget and timeline, if crunch is required something went wrong and you need to hire for the work or move the date. It's illogical and probably illegal most of the crunch that happens in the industry. Planning for everything to take the maximum time you think it might seems to be working at studios I've worked for recently. This approach gives tasks that complete early to cover the ones that go long. At some point if you commit to a deadline you might need to put in a bit of extra time to make it, but there should never be long crunch phases, it's simply unsustainable.
So why did I say crunch will always be around? It is touched on a bit in this book. Game development attracts perfectionists and people will put in the time to do as good of a job as they can. If there is often "extra" time because of proper scheduling the level of polish will be higher with less bugs. If extra work is optional people will do it as passion project in a sustainable way.
Okay, sorry for the mini-tangent on the mini-review. Buy the book, it's a great read about the industry! If you're still on the fence Jason has posted a full chapter about Diablo III here:
Read it and pick up form favorite book store!
Thursday, January 18, 2018
Cut Mechanics That Don't Help Your Game
You could ask the question of many game mechanics: Why are they there? I've heard death in games just in general questioned... but in this post I'm specifically looking at Super Mario 3D World and why lives are still a part of the game?
Donkey Kong and later Super Mario Brothers released in the arcade and arcade games make money by accepting quarters, so 1 quarter for 3 lives and fairly robust systems to gain more lives was a good mechanic for arcades and I assume this is where the idea of lives started in the Mario series

In 2013 however, Super Mario 3D World only released on consoles. The game saves after EVERY level so as long as you complete a level no progression is ever lost. (a good thing) 3D World also gives you unlimited continues as it should, so the only thing lives do in single player is give you x number of tries from the level's mid-level flag checkpoint if you need them.
You might not see a problem, indeed lives are a pretty useless mechanic at this point except for personal goals like you only used one life, or didn't use a continue. The problem is playing multiplayer especially with players of unbalanced skill levels. Specifically I've been playing with my 3 year old son quite a bit, and if he is on a level with challenging platforming or avoidance he will go through all of our shared lives and won't be able to play while I either finish the level or give into his please to kill myself so he can play with me again. This is a needlessly frustrating co-op game mechanic. The game gives you an invulnerable raccoon/fox suite that completely breaks most of the game's mechanics, but limits you to 5 lives per continue? So why not simply give unlimited lives in a multiplayer game? This doesn't even break any other game mechanics.
My speculations as to why lives are in the game:
The advantages to having lives: Lives do artificially limit the game and I can see how equally competent players could like this either by making the game more challenging or allowing for competitive griefing. This could be retained by making standard or free-play an option for multiplayer. There is also the since of urgency if you are at the half-way checkpoint to make it through the level before running out of lives. Lives give coins and green mushrooms meaning. (ways to get more lives)The disadvantages of lives: The loss of a collectible: no more green mushrooms or they would have to do something different. Green mushrooms are often placed in precarious situations making your risk death for another life. Coins would also be effected: collecting 100 coins wouldn't really matter anymore. Really though the only disadvantage that matters is that they break multiplayer... multiplayer isn't multiplayer anymore if you can't play together because one player is dead and you're out of lives. If you're playing with a kid (it is a Mario game after all) you have to listen to them ask "where am I?" "get me back!" "where did I go?" "daddy fix it!" If you're playing with older kids/adults, while less vocal it is the SAME problem, someone is waiting around holding a controller that does nothing while the others have fun without them.
Anyway, it's interesting to take a look at game mechanics that have out lived their usefulness and try to figure out why they weren't cut in development. My best guess is multiplayer is somewhat tagged on to a lot of games and I'm considering writing a post just on this topic.Like I said at the start Super Mario 3D World is still a good game, having lives just makes multiplayer frustrating. I'm looking forward to Super Mario Oddasy coming out here in a few days! I've avoided as much as I can about the game since I know I will be playing it at some point, but I really hope they eliminate lives at least in multiplayer and REALLY hope they bring back Yoshi!
Note about this blog post: It was written right before Mario Oddasy was released, Miiverse was taken down so I lost the ability to take screen shots. Oddasy also has probably the worst multiplayer ever. I hope Super Mario 3D World is released on the Nintendo Switch without lives in multiplayer so more people can experience this lost gem!














