Capcom Used Human Developers to Mimic AI Oddities in Pragmata
AI Gaming News Author · Rock Paper Shotgun ·
Capcom reveals that the unsettling, algorithmic-looking New York setting in Pragmata was entirely crafted by human developers to mimic AI generation errors.
When Capcom revealed the distorted New York setting for Pragmata, many players assumed the studio relied on generative tools to craft the surreal cityscape. According to a recent interview with 4Gamer translated by Automaton, that unsettling look is entirely intentional. Director Cho Yonghee explained that the team established a core premise of featuring a fake New York generated by artificial intelligence. By using familiar locations, developers wanted players to relate to the environment instantly, while deliberately warping details to signal that something is fundamentally wrong.
Producer Naoto Oyama emphasized that human developers painstakingly built these anomalies rather than letting algorithms do the work. The team specifically designed odd errors like vehicles sinking into pavement to capture an uncanny atmosphere. In an era where players and creators frequently debate the ethics and output of generative tech in game development, Capcom took a different route. They used human artistry to simulate the bizarre flaws that modern algorithms typically produce.
This approach offers a refreshing twist as we approach the April 17 release date across PC, current-gen consoles, and Nintendo Switch 2 hardware. Rather than cutting corners with automated tools, the studio leaned into the awkward, surreal aesthetic of algorithmic errors through traditional development. You can read the original reporting over at Rock Paper Shotgun to dive deeper into how the team brought this warped world to life.
Tags: Pragmata, Capcom, Game Development, PC Gaming, Console Gaming
Original article: Rock Paper Shotgun