Tio Allen’s View of AI in Gaming

The studio is on the second floor of a converted warehouse in Sydney’s inner west, above a coffee roaster that, by 10am, has already perfumed the entire stairwell. There’s no signage on the door. There’s no nameplate. There’s a small ceramic frog on a shelf inside the entrance — a gift, Tio Allen tells me later, from a developer whose game shipped, sold, and saved their studio last year.

I’ve been given two days to embed in Allen’s working week, on the condition that I won’t name the studio currently camped out at his second desk. They’re a four-person Australian outfit, two weeks out from launching a narrative-driven game that, I’m told, will “either do quite well or quite catastrophically, depending on Thursday.”

Thursday is when the next round of wishlist numbers comes in.

For most of the first morning, almost nothing visibly happens. Allen and the studio’s creative director — a softly-spoken woman in a faded Hollow Knight t-shirt — sit at adjacent monitors and read. Steam reviews of competing titles. A folder of Discord screenshots from the game’s small private playtest community. A spreadsheet of player retention data from the most recent demo build. There is no whiteboard frenzy. There is no group chat shouting. There is one long, almost meditative silence broken only by the hiss of the espresso machine downstairs.

“Most of the work,” Allen says, when I ask him what I’m actually watching, “is reading. Properly reading. Most studios skip this part and then wonder why their messaging is generic.”

By lunchtime, something starts to shift. Allen has pulled a clustered summary out of three thousand-odd reviews of comparable narrative games, generated by a model he’s been quietly refining for the better part of a year. The output isn’t surprising on its own. What’s surprising is what he does with it. He prints it. On paper. He hands it to the creative director. He says: “Tell me which of these is your game.”

She circles four phrases. He nods. They move to a second monitor and start rewriting the Steam store page.

I watch the rewrites go through six versions over the course of the afternoon. Each iteration is fed back into a model to test readability, length, and emotional resonance against the four phrases she circled. Each one then gets the AI output rewritten by hand. By four pm there are two final candidates. By five pm one is live.

“You’d be amazed,” Allen says, leaning back, “how many studios change their store page three days before launch and then panic that nothing’s working. We’ve just done it sixteen days out. That’s the entire difference.”

There is a particular thing I keep noticing about Allen’s working style, and I’m not sure I would have spotted it without being in the room. He doesn’t sell the AI part. He doesn’t gesture at it. He never says, “the model said.” He treats his tools the way a serious chef treats a particularly sharp knife — gratefully, but not reverently.

The next morning I arrive to find Allen on a call with a community manager for a different client, this one based in Berlin. They’re talking about a Discord rollout for a closed beta — when to open it, how to seed the first hundred members, what to do if early sentiment turns sour. Again, almost no mention of AI. When I bring this up later he shrugs.

“AI is plumbing,” he says. “It’s in the walls. You don’t notice the plumbing when it works. The minute you start noticing the plumbing, something has gone wrong.”

By the end of the second day, the narrative game’s wishlist counter has ticked up by a number Allen will not let me publish. The creative director hugs him on the way out. She is, I notice, still wearing the Hollow Knight t-shirt.

“That’s a launch face,” Allen says, watching the door swing closed behind her. “She’ll sleep better tonight than she has in a month.”

We talk for another half hour, mostly about coffee, mostly off the record. He won’t tell me his clients. He won’t tell me his revenue. He will tell me, when I ask whether he considers himself part of the games industry now, that the question is framed the wrong way round.

“I’m not in the games industry,” he says. “I’m in the business of helping people who make things they love not get drowned out. Some of those people happen to make games. The rest of it is just where the work is.”

Trending

Arts in one place.

All our content is free to read; if you want to subscribe to our newsletter to keep up to date, click the button below.

People Are Reading