{"id":11637,"date":"2026-10-07T20:09:21","date_gmt":"2026-10-07T20:09:21","guid":{"rendered":"https:\/\/migs.biz\/sessions\/making-games-with-ai-in-the-room-from-tripo-to-the-future-of-game-worlds\/"},"modified":"2026-10-09T22:13:57","modified_gmt":"2026-10-09T22:13:57","slug":"making-games-with-ai-in-the-room-from-tripo-to-the-future-of-game-worlds","status":"publish","type":"tec_session","link":"https:\/\/migs.biz\/fr\/sessions\/making-games-with-ai-in-the-room-from-tripo-to-the-future-of-game-worlds\/","title":{"rendered":"Making Games with AI in the Room: From Tripo to the Future of Game Worlds"},"content":{"rendered":"<p>Today, on the desk: how studios are already using AI-generated 3D to go from idea to playable prototype faster, and where it holds up or breaks down in real production.<\/p>\n<p>\u2022 Tomorrow, in the team: what that means for how games get made, from small studios shipping content-heavy games without huge art teams to AAA rethinking how work is split between internal teams and external partners<\/p>\n<p>\u2022 The bigger picture, for players: if building worlds gets radically cheaper, what kinds of games become possible, who gets to make them, and where studios choose to keep the human touch<\/p>","protected":false},"excerpt":{"rendered":"<p>Today, on the desk: how studios are already using AI-generated 3D to go from idea to playable prototype faster, and where it holds up or breaks down in real production.<\/p>","protected":false},"author":4,"featured_media":6815,"template":"","meta":{"footnotes":""},"session_track":[238],"session_location":[231],"class_list":["post-11637","tec_session","type-tec_session","status-publish","has-post-thumbnail","hentry","tec_track-blue-stage","tec_location-blue-stage"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.6 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Making Games with AI in the Room: From Tripo to the Future of Game Worlds<\/title>\n<meta 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