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AI in Games Won’t Work Like You Expect (Presented by Inworld AI)

Kylan Gibbs  (CEO & Co-Founder of Inworld AI, Inworld AI)

Jim Keller  (CEO, Tenstorrent)

Location: Room 2000, West Hall

Date: Thursday, March 20

Time: 9:30 am - 10:30 am

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass - Get your pass now!

Track: Programming

Format: Sponsored Session

Vault Recording: Video

Audience Level: Intermediate

Inworld AI

Much of the current conversation around AI in games fixates on distant futures and lofty possibilities—endless worlds and dynamically personalized content. But how do we get there when developers are still grappling with basic software and hardware limitations of AI that keep us focussed on basic cost, quality, and reliability issues? In this session, veteran hardware engineer Jim Keller and Inworld CEO Kylan Gibbs will share a practical path forward: cheaper model and hardware options, local logic and inference, open-source ecosystems, bigger yet affordable DRAM, and active learning to ensure models evolve autonomously. Drawing on Jim’s expertise from Tenstorrent, AMD, Apple, Intel, and Tesla and Inworld’s expertise in real-time, user-facing AI, we’ll explore how to blend on-device compute with large-scale cloud resources under one architectural umbrella. Attendees will gain insights into what actually matters when bringing AI from theory into practice, and how to build a sustainable AI pipeline that keeps costs low without sacrificing creativity or performance.

Takeaway

Attendees will walk away with actionable insights on how to implement AI at production scale. They will gain practical strategies for achieving scalable, high-performance local model inference while keeping the costs low.

Intended Audience

Game developers and studios who are implementing AI in games.



Connecting the Global Game Development Community