Published on · 9 min read
Gamescom runs on the AI the industry says it hates
Two hours of trailers on the Cologne stage, and three days of conference rooms next door where the people who make games argued about a tool they all use.
Gamescom opened to the public on Wednesday with a record in hand, its 233,000 square meters of floor space sold out for the first time ever, more than 1,600 exhibitors from 67 countries, and a German federal president on hand to cut the ribbon[1]. Two nights earlier, Opening Night Live had done its usual job, two hours of trailers in which Geralt got back in the saddle, Final Fantasy VII promised to close out its trilogy in spring 2027, and Snoop Dogg turned up as a weed tycoon in Hitman[2].
The thing the industry actually spends its days worrying about was playing out elsewhere, over the three days before the doors opened, in the conference rooms where gamescom dev ran roughly 220 sessions with some 390 speakers[3]. The organizers polled a hundred of them, and the top answer surprises nobody, since 47 percent named AI-assisted development as the change that will hit hardest over the next three years. The runner-up made me wince, because hardware and memory prices took 28 percent, a subject I was gloomily writing about two days ago[4].

What developers say away from the cameras
The rest of the survey describes a trade that has stopped asking whether AI is coming. Eighty-three percent expect it to change their team structure or their output, 36 percent think it will move roles around while 33 percent expect flat-out smaller teams. Agreement stops at the next question, where 30 percent of those same speakers say they want as little AI as possible in the making of a game[4:1]. The industry's number one change is also the one a third of the room would rather skip.
Their other answers explain the split. Economic uncertainty leads their list of problems at 54 percent, while the brightest spot they can find is small teams, picked by 37 percent as the best opportunity of the coming years. So the people who fear a tool that does the work of ten are pinning their hopes on studios that only employ thirty, the kind that painted Clair Obscur[5].
An industry that uses what it calls harmful
The annual Game Developers Conference survey, published on January 30 with more than 2,300 respondents, measures the discomfort. Fifty-two percent of them say generative AI is hurting their industry, up from 30 percent a year earlier and 18 percent the year before that, while the share who see a positive effect fell from 13 percent to 7[6]. Not many technologies triple their disapproval rating in two years and keep spreading anyway.
The breakdown explains more than the totals do. Enthusiasm climbs the further you sit from the work in question, since 47 percent of C-suite executives say they use generative tools, against 36 percent of studio directors and 29 percent of rank-and-file staff, and publishing, support, and marketing companies use them at 58 percent where development studios top out at 30[6:1]. Distrust runs the other way and peaks at 64 percent among visual and technical artists. The closer you sit to the job the machine imitates, the less charming you find it.
The badge nobody wants to wear
The fight now has an address, a small box on a store page. Since January 10, 2024, Valve has required studios to declare how they use AI, both during development and while the game is running, and it publishes what they write[7]. Developer Sulka Haro went through all 53,597 games released on Steam between July 2023 and July 2026, and the curve needs no interpretation, with 7 percent disclosure when the rule landed and roughly a third of everything shipped in 2026[8].
The label's weakness is how blunt it is, since a texture run through an upscaler and a fully generated game wear the same badge. It still costs money, because disclosed titles take a much smaller share of revenue than of releases[8:1]. Tim Sweeney, who runs Epic, called the rule "really irresponsible of Valve," on the grounds that a studio ends up with "this Scarlet Letter of AI attached to your product, and now there is a hater community trying to kill the game"[9]. I had heard that one before, since Anthropic subscribers used the exact same words this month when they refused Claude's watermark. Worth noting that the same Epic is wiring Claude and Gemini into Unreal Engine 6, which makes defending secrecy a good deal more comfortable.
Sega removes the AI rather than the label
One game shown on Tuesday night sums the whole thing up. Crazy Taxi: World Tour was announced with its disclosure duly filled in on Steam, which was enough to start the revolt. Sega explained in June that the generative tools had only touched backgrounds and never the performers, then rewrote the notice this summer in language that binds it, saying AI was used "as part of the ideation process for background objects" and that no generated content will survive into the final game[10]. The multiplayer mode was rolling at Opening Night Live while players went back to reread the small box.
Two precedents explain the caution. Pearl Abyss apologized in March after players found 2D props in Crimson Desert built with "experimental AI generative tools" and left in the shipped version, and promised a full audit to replace them[11]. More painfully, Sandfall Interactive lost two trophies over a handful of textures. Generated poster art had served as placeholder during work on Clair Obscur: Expedition 33, most of it was swapped out before the April 2025 launch, a few pieces slipped through, and the studio patched them within days. Eight months later, The Indie Game Awards handed the studio Best Debut and Game of the Year, then took both back three days afterward because the practice broke its rules[12]. A studio was punished for images nobody could find in its game anymore, which puts the offense squarely on the method rather than the result.
Nvidia sells players what studios scrub out
While studios tidy their asset folders, one exhibitor in Cologne was selling AI without a trace of embarrassment. Nvidia used the show to push ACE, its kit for generative characters, including a teammate in PUBG handed over to a language model and built with Krafton. Your voice goes through speech recognition, then through a small model fed the current state of the match, and comes back as synthesized speech[13]. The whole chain runs on your own graphics card, which Nvidia presents as a benefit, and it is one, with the latency gone and the cloud along with it.
Then comes the bill. The mode wants at least an RTX 2080 Ti or a 3060, 8 GB of video memory and 16 GB of system RAM, and the recommended spec asks for an RTX 4070, 12 GB of video memory and 24 GB of RAM[14]. Twenty-four gigabytes recommended in the same season a 32 GB kit went past 500 euros, which is to say the season the AI business emptied the shelves.
I'm in no position to hand out grades, typing this on a machine whose price AI helped inflate, with tools that reorganized a good part of my working day. What bothers me is where the trade drew its line, on the disclosure rather than the result, so a player coming off fifty hours still has no idea what AI changed in there, while a studio that replaced everything loses its trophies anyway. The open question is what studios will agree to print on the box, because they're going to use the stuff either way.
GamesBeat, "Gamescom 2026 sells out exhibition space as organizers eye 2027 expansion", for the floor space, the exhibitors, and the 67 countries. Frank-Walter Steinmeier's opening visit, a first for a German head of state, is reported by Wccftech. ↩︎
GameSpot, "Gamescom Opening Night Live 2026: All The Biggest Announcements, Games, And Trailers". Snoop Dogg plays a marijuana tycoon named Dr. Syrus Cane, an Elusive Target in Hitman from August 27 to September 26, which stands as the least likely announcement of the night. ↩︎
Schedule and figures from the official gamescom dev site. The conference ran August 23 to 25 at the Cologne fairgrounds conference center, just before the show opened to the public. ↩︎
PocketGamer.biz, "Gamescom dev survey puts AI and smaller teams at centre of industry change", a poll of one hundred conference speakers. ↩︎ ↩︎
Sandfall's in-house team ran between thirty and forty people, with the rest contracted out. Asked about it in January, CTO Tom Guillermin said he would rather nothing changed, since "when it comes to making a full-price turn-based RPG, I believe the team we have now is just the right size," as reported by Notebookcheck. ↩︎
Game Developers Conference, "GDC 2026 State of the Game Industry Reveals Impact of Layoffs, Generative AI, and More", January 30, 2026, surveying more than 2,300 professionals. ↩︎ ↩︎
GamesHub, "Valve announces new disclosure rules for AI content in Steam games", on the form studios have filled in since January 10, 2024, which separates content generated during development from content generated while the game runs. ↩︎
Sulka Haro, "Three years of AI on Steam", July 13, 2026, a full census of 53,597 games released between July 2023 and July 2026. ↩︎ ↩︎
Video Games Chronicle, "Epic Games CEO says it's 'really irresponsible' of Steam to make studios disclose AI use", June 25, 2026, from an interview with PC Gamer. ↩︎
Automaton West, "Crazy Taxi: World Tour's AI disclosure guarantees 'no AI-generated content in the final game' following update to wording". ↩︎
Engadget, "Crimson Desert developer apologizes and promises to replace AI-generated art". ↩︎
Dexerto, "Clair Obscur: Expedition 33 AI controversy explained", for the patch timeline and The Indie Game Awards pulling both prizes three days after handing them out. ↩︎
Igor's Lab, "NVIDIA at Gamescom 2026: DLSS 4.5, RTX Remix, ACE, RTX Spark, and GeForce NOW". ↩︎
VideoCardz, "NVIDIA ACE AI teammate now available in PUBG, needs RTX GPU with at least 8GB VRAM". ↩︎