Mapeando o uso e implicação da Inteligência artificial generativa na indústria de desenvolvimento de jogos
Resumo
Introdução: A crescente integração da Inteligência Artificial (IA) generativa no desenvolvimento de jogos digitais tem introduzido novas dinâmicas de produção, especialmente em plataformas como a Steam, que agora exigem a divulgação do uso de IA. Objetivo: Este artigo analisa a adoção de IA generativa em jogos da Steam, com foco em sua prevalência, finalidades e características associadas. Metodologia: Foi desenvolvido um pipeline de web scraping que coletou dados de mais de 150.000 títulos, identificando 3.420 jogos que reportam o uso de IA. O conjunto de dados foi analisado considerando tipo de uso, perfil dos desenvolvedores, precificação, popularidade e requisitos técnicos. Resultados: O uso de IA ainda é limitado e concentrado em tarefas auxiliares, como criação de assets, geração de áudio e tradução. Esses jogos são majoritariamente produzidos por desenvolvedores independentes e de conteúdo adulto, apresentam menor popularidade e requisitos técnicos ligeiramente superiores. Os preços permanecem semelhantes aos de outros jogos, sugerindo aumento de margem de lucro em vez de maior acessibilidade. Em geral, a IA generativa atua mais como um acelerador de produção do que como um fator de inovação no gameplay.
Palavras-chave:
Inteligência Artificial generativa, jogos digitais, Steam, desenvolvimento de jogos, análise empírica
Referências
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Fernandes, P. M., Martinho, C., e Prada, R. (2024). Art and animation: Procedural content generation for sprite sheet creation. In International Conference on Videogame Sciences and Arts, pages 215–227. Springer.
Frosio, G. (2023). Should we ban generative AI, incentivise it or make it a medium for inclusive creativity? Elgar Research Agendas. Edward Elgar Publishing Ltd, United Kingdom.
Ho, M.-T. (2024). Regulating generative ais:(re) defining video games as cultural products. AI & SOCIETY, pages 1–2.
Jiao, H., Zhang, Y., Li, Y., Liu, Y., Chen, Y., e Yang, M. (2023). Is chatgpt a good translator? a preliminary study. arXiv preprint arXiv:2301.08745.
Karth, I. e Compton, K. (2023). Conceptual Art Made Real: Why Procedural Content Generation is Impossible. In Proceedings of the 18th International Conference on the Foundations of Digital Games, FDG ’23, NY, USA. ACM.
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Lanzi, P. L. e Loiacono, D. (2023). Chatgpt and other large language models as evolutionary engines for online interactive collaborative game design. In Proceedings of the Genetic and Evolutionary Computation Conference, GECCO ’23, page 1383–1390, New York, NY, USA. Association for Computing Machinery.
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Linkinen, T. (2024). Generative artificial intelligences: Challenges and benefits for game development. Master’s degree programme in computing sciences, human-technology interaction, Tampere University, Tampere, Finlândia.
Marrinan, T., Akram, P., Gurmessa, O., e Shishkin, A. (2024). Leveraging ai to generate audio for user-generated content in video games. arXiv preprint arXiv:2404.17018.
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Panchanadikar, R., Freeman, G., Li, L., Schulenberg, K., e Hu, Y. (2024). "a new golden era"or "slap comps": How non-profit driven indie game developers perceive the emerging role of generative ai in game development. In Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, CHI EA ’24, NY, USA. ACM.
Pimentel, C. A. e Melo, P. (2019). Como o game design pode incentivar o comportamento tóxico em jogos online. In Anais do XIX Simpósio Brasileiro de Jogos e Entretenimento Digital, SBGames,20, pages 448–457. SBC.
Plut, C. e Pasquier, P. (2020). Generative music in video games: State of the art, challenges, and prospects. Entertainment Computing, 33:100337.
Ribeiro, M., Pimentel, C., e Melo, P. (2024). Quando as avaliações viram bombas: Explorando a dinâmica do review bombing nos jogos no metacritic. In Proceedings of the 30th Brazilian Symposium on Multimedia and the Web, pages 249–256, Porto Alegre, RS, Brasil. SBC.
Singh, D., Banerjee, J., e Jayaraj, L. (2024). Enhancing game development process using ai: A comparative analysis of image generative ai. In 2024 IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE), pages 946–951.
Smith, G., Othenin-Girard, A., Whitehead, J., e Wardrip-Fruin, N. (2012). Pcg-based game design: creating endless web. In Proceedings of the International Conference on the Foundations of Digital Games, FDG ’12, page 188–195, NY, USA. ACM.
Summerville, A., Snodgrass, S., Guzdial, M., Holmgård, C., Hoover, A., Isaksen, A., Nealen, A., e Togelius, J. (2018). Procedural content generation via machine learning (pcgml). IEEE Transactions on Games, 10(3):257–270.
Sun, Y., Li, Z., Fang, K., Lee, C. H., e Asadipour, A. (2023). Language as reality: a co-creative storytelling game experience in 1001 nights using generative ai. In Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, volume 19, pages 425–434.
Toprac, P., Heng, B., Siddharthan, H., Tseng, A., Abraham, S., e Vouga, E. (2025). Automation of aaa game development using ai.
Treanor, M., Zook, A., Eladhari, M. P., Togelius, J., Smith, G., Cook, M., Thompson, T., Magerko, B., Levine, J., e Smith, A. (2015). Ai-based game design patterns. In Proceedings of the 10th International Conference on the Foundations of Digital Games 2015, FDG 2015. Society for the Advancement of Digital Games.
Werning, S. (2024). Generative ai and the technological imaginary of game design. In Creative Tools and the Softwarization of Cultural Production, pages 67–90. Springer.
Yannakakis, G. N. e Togelius, J. (2018). Artificial Intelligence and Games. Springer. [link].
Corporation, V. (2024). Atualização nas diretrizes de conteúdo gerado por ia. Acesso em: 8 abr. 2025.
Eladhari, M. P., Sullivan, A., Smith, G., e McCoy, J. (2011). Ai-based game design: Enabling new playable experiences. UC Santa Cruz Baskin School of Engineering, Santa Cruz, CA.
Ersoy, B. (2024). AI at Play: Exploratory Study on the Drivers Behind Generative AI Adoption for Game Art Asset Production. Master of science in business economics: Corporate finance, Universiteit Gent. Faculteit Economie en Bedrijfskunde, Gent, Bélgica.
Fernandes, P. M., Martinho, C., e Prada, R. (2024). Art and animation: Procedural content generation for sprite sheet creation. In International Conference on Videogame Sciences and Arts, pages 215–227. Springer.
Frosio, G. (2023). Should we ban generative AI, incentivise it or make it a medium for inclusive creativity? Elgar Research Agendas. Edward Elgar Publishing Ltd, United Kingdom.
Ho, M.-T. (2024). Regulating generative ais:(re) defining video games as cultural products. AI & SOCIETY, pages 1–2.
Jiao, H., Zhang, Y., Li, Y., Liu, Y., Chen, Y., e Yang, M. (2023). Is chatgpt a good translator? a preliminary study. arXiv preprint arXiv:2301.08745.
Karth, I. e Compton, K. (2023). Conceptual Art Made Real: Why Procedural Content Generation is Impossible. In Proceedings of the 18th International Conference on the Foundations of Digital Games, FDG ’23, NY, USA. ACM.
Kawai, Y. (2024). Using generative ai for game development subject to technical constraints. In 2024 International Conference on Cyberworlds (CW), pages 376–377.
Kreminski, M., Dickinson, M., Mateas, M., e Wardrip-Fruin, N. (2020). Why are we like this?: The ai architecture of a co-creative storytelling game. In Proceedings of the 15th International Conference on the Foundations of Digital Games, pages 1–4.
Lanzi, P. L. e Loiacono, D. (2023). Chatgpt and other large language models as evolutionary engines for online interactive collaborative game design. In Proceedings of the Genetic and Evolutionary Computation Conference, GECCO ’23, page 1383–1390, New York, NY, USA. Association for Computing Machinery.
Le, H. (2024). Building virtual worlds: How generative ai is shaping game development. Online. Leyton – Empower you future. [link]. Acesso em: 8 abr. 2025.
Lee, J., Eom, S.-Y., e Lee, J. (2023). Empowering game designers with generative ai. IADIS International Journal on Computer Science & Information Systems, 18(2):213–230.
Linkinen, T. (2024). Generative artificial intelligences: Challenges and benefits for game development. Master’s degree programme in computing sciences, human-technology interaction, Tampere University, Tampere, Finlândia.
Marrinan, T., Akram, P., Gurmessa, O., e Shishkin, A. (2024). Leveraging ai to generate audio for user-generated content in video games. arXiv preprint arXiv:2404.17018.
Melo, P. e Pimentel, C. (2022). A campanha de Ódio contra the last of us part ii. In Anais do XXI Simpósio Brasileiro de Jogos e Entretenimento Digital, pages 428–437, Porto Alegre, RS, Brasil. SBC.
Nunes, E. e Rodrigues, M. A. (2024). Enhancing game development with generative artificial intelligence technologies: A case study of undo. In Anais Estendidos do XXIII Simpósio Brasileiro de Jogos e Entretenimento Digital, pages 43–49, Porto Alegre, RS, Brasil. SBC.
Oliveira, C. V. e Rito, P. N. (2025). Enhancing player experience through generative artificial intelligence: Custom interaction in game design. In Videogame Sciences and Arts, pages 259–268, Cham. Springer Nature.
Panchanadikar, R. e Freeman, G. (2024). "i’m a solo developer but ai is my new ill-informed co-worker": Envisioning and designing generative ai to support indie game development. Proc. ACM Hum.-Comput. Interact., 8(CHI PLAY).
Panchanadikar, R., Freeman, G., Li, L., Schulenberg, K., e Hu, Y. (2024). "a new golden era"or "slap comps": How non-profit driven indie game developers perceive the emerging role of generative ai in game development. In Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, CHI EA ’24, NY, USA. ACM.
Pimentel, C. A. e Melo, P. (2019). Como o game design pode incentivar o comportamento tóxico em jogos online. In Anais do XIX Simpósio Brasileiro de Jogos e Entretenimento Digital, SBGames,20, pages 448–457. SBC.
Plut, C. e Pasquier, P. (2020). Generative music in video games: State of the art, challenges, and prospects. Entertainment Computing, 33:100337.
Ribeiro, M., Pimentel, C., e Melo, P. (2024). Quando as avaliações viram bombas: Explorando a dinâmica do review bombing nos jogos no metacritic. In Proceedings of the 30th Brazilian Symposium on Multimedia and the Web, pages 249–256, Porto Alegre, RS, Brasil. SBC.
Singh, D., Banerjee, J., e Jayaraj, L. (2024). Enhancing game development process using ai: A comparative analysis of image generative ai. In 2024 IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE), pages 946–951.
Smith, G., Othenin-Girard, A., Whitehead, J., e Wardrip-Fruin, N. (2012). Pcg-based game design: creating endless web. In Proceedings of the International Conference on the Foundations of Digital Games, FDG ’12, page 188–195, NY, USA. ACM.
Summerville, A., Snodgrass, S., Guzdial, M., Holmgård, C., Hoover, A., Isaksen, A., Nealen, A., e Togelius, J. (2018). Procedural content generation via machine learning (pcgml). IEEE Transactions on Games, 10(3):257–270.
Sun, Y., Li, Z., Fang, K., Lee, C. H., e Asadipour, A. (2023). Language as reality: a co-creative storytelling game experience in 1001 nights using generative ai. In Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, volume 19, pages 425–434.
Toprac, P., Heng, B., Siddharthan, H., Tseng, A., Abraham, S., e Vouga, E. (2025). Automation of aaa game development using ai.
Treanor, M., Zook, A., Eladhari, M. P., Togelius, J., Smith, G., Cook, M., Thompson, T., Magerko, B., Levine, J., e Smith, A. (2015). Ai-based game design patterns. In Proceedings of the 10th International Conference on the Foundations of Digital Games 2015, FDG 2015. Society for the Advancement of Digital Games.
Werning, S. (2024). Generative ai and the technological imaginary of game design. In Creative Tools and the Softwarization of Cultural Production, pages 67–90. Springer.
Yannakakis, G. N. e Togelius, J. (2018). Artificial Intelligence and Games. Springer. [link].
Publicado
29/09/2026
Como Citar
RIBEIRO, Marcus; RAMOS, João; BATISTA, Estela; MELO, Philipe.
Mapeando o uso e implicação da Inteligência artificial generativa na indústria de desenvolvimento de jogos. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 25. , 2026, Goiânia/GO.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2026
.
p. 2653-2665.
DOI: https://doi.org/10.5753/sbgames.2026.26128.
