Steam’s Stance on AI Art in Video Games: What You Need to Know

In a recent Reddit post, it was revealed that Valve, the company behind the popular online gaming platform Steam, has […] The post Steam’s Stance on AI Art in Video Games: What You Need to Know appeared first on...

Steam’s Stance on AI Art in Video Games: What You Need to Know

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In a recent Reddit post, it was revealed that Valve, the company behind the popular online gaming platform Steam, has been blocking the publication of video games that utilize AI-generated assets. This move has sparked a discussion among developers and artists about the implications of AI art and its ownership. While Steam’s rules for developer submissions don’t explicitly ban AI-made content, the company emphasizes the importance of owning the necessary rights to the content used in a game. In this article, we’ll delve into the details of this issue and explore the implications for the gaming industry.

The controversy surrounding Steam’s stance on AI-generated assets began with a Reddit post by a developer who attempted to release a game featuring AI-generated art. The developer initially submitted a rough version of the game, intending to refine the AI-generated assets before the official release. However, they were surprised to receive a message from Valve stating that the game could not be published due to the use of copyrighted material owned by third parties.

Valve clarified its position by stating that the legal ownership of AI-generated art is unclear, which raises concerns about copyright infringement. The company expressed its inability to ship games that contain AI-generated assets without the developer affirmatively confirming that they own the rights to all the intellectual property (IP) used in the data set that trained the AI. Valve’s decision is based on the need to respect copyright laws and protect the rights of content creators.

The issue of copyright in AI art is a complex one. AI art generators rely on machine learning algorithms that analyze vast datasets of existing images to create new artwork. While some argue that the creator of the AI should be considered the owner of its artwork, both the U.S. Copyright Office and visual artists have disagreed with this notion. This means that ownership of AI-generated art would rest with the AI company rather than the developer using it in a game.

It’s not just AI-generated art that Steam is scrutinizing; the company has reportedly been denying games that utilize AI-generated text as well. This suggests that Steam is taking a cautious approach to any content created by AI. Although some skeptics have questioned the authenticity of these AI game bans, the messages shared by developers on Reddit appear to be genuine. However, it’s worth noting that there are still games on Steam that openly state their use of AI-created art and text in their descriptions, indicating that there may not be a complete ban on AI content.

Steam’s stance on AI-generated assets has raised important questions about the future of AI in the gaming industry. AI has the potential to revolutionize game development by enabling developers to create unique and realistic artwork and text. However, the issue of copyright ownership needs to be resolved to ensure fair compensation for content creators and protect against copyright infringement. Game developers will need to navigate this legal gray area carefully and obtain the necessary rights to AI-generated assets before publishing their games on platforms like Steam.

As the debate around AI art and copyright ownership continues, it is essential for the gaming industry to establish clear guidelines and regulations. Collaborative efforts between AI companies, content creators, and platforms like Steam can help define the rights and responsibilities associated with AI-generated assets. This will not only protect the interests of all parties involved but also encourage innovation and creativity in game development.

Aleksey Salaz

Aleksey Salaz is a product review staff writer at ReadWrite. He enjoys diving deep into technology and being curious about the newest tech products. For the last 10 years, he has used and tested various tech products from drones to fridges to e-bikes.