30 years of gaming and a candid look at AI, with Obbe Vermeij
Obbe Vermeij provides an unfiltered analysis of the integration of algorithms and the future of creation in the video game industry.
He lived through the Amiga years, led massive teams at Rockstar North, and experienced the highs and crises of an industry in constant mutation. Today, Obbe Vermeij returns with Plentiful, a project without guns or explosions, focused on slow growth, nature, and cycles. Between memories of GTA, he shares a lucid vision of AI: a tool that will save time, not generate ideas. And above all, he reminds us of something essential: what makes a game memorable isn't its size. It's that imperceptible moment when everything aligns.
Your career spans thirty years of video game evolution. If you had to choose just one game mechanic to symbolize it, which would it be? Exploration, reset, infinite loop, something else...
Personally, I'm drawn to simulations. I find it fascinating that game designers create a world in which the game evolves while requiring only minor adjustments from the player to influence the outcome. Part of the fun comes precisely from discovering the rules that govern this universe. A few examples: Sim City, Populous, Settlers, World Box.
Which aspect of game development still brings you the most joy today?
Game development is a mix of design, technology, visual art, and sound. When all of that comes together to create a feature that works well and is fun, it's immensely satisfying. It's hard to predict when it's going to happen. Sometimes it's just a sound effect added to an action. Sometimes it's a slightly tweaked animation. Other times, it's a simplified interface. You feel it right away when something finally works.
GTA VI is shaping up to be the most expensive game ever produced. And yet, you are betting on a more budget-friendly GTA VII thanks to AI. Is this bet based on intuition, observation, or a technical conviction? And when you project yourself into the future, what does the landscape look like?
Let’s be clear: I’m no AI expert, but it seems obvious to me that there are many tedious, repetitive tasks in game development that could be handled by AI. Such as: Rigweighting for animation skeletons (determining which points are connected to which bones), Modeling repetitive details on maps (alleyways, windows, trash...), Animating cutscenes, Generating animations for playable characters, adapting them to their morphology and potentially to the map, Interior modeling, And on the code side: bug hunting and fixing.
It will be an evolution, not a revolution. AI will integrate into the tools developers are already using. Some of these things can be (and already are) procedurally generated, rather than through AI. I think the big creative decisions will remain human, but a lot of the repetitive work will be automated.
You said that AI will likely replace the majority of production tasks, except for screenwriters, art directors, and senior programmers. In your eyes, what makes these roles still irreplaceable?
The current generation of AI doesn't truly understand the world, or its place in it. It's hard to imagine an AI capable of writing a good story or an effective joke. It's the same for code: AI assistants can be very useful for fixing bugs or writing well-known algorithms, but they have no big picture view of the project.
You've seen it all: teams of six, teams of six hundred... Do you think AI can allow small studios to get back in the race? Or is it just another illusion, wrapped up differently?
What stops small teams from competing with big ones is "production value." And that value often depends on the number of artists capable of producing a large quantity of assets. So yes. I really think AI can help small teams catch up. Much like game engines (Unity, Unreal) have already done.
AI in video games is divisive: some see it as a threat to jobs, others as a creative liberation. Having led teams yourself, what advice would you give to approach this transition calmly?
It will be a gradual transition. At every stage, teams will have to ask themselves whether they are simply improving their efficiency... or constraining their creativity. Yes, some positions will disappear in the short term. But I hope this will revitalize the gaming industry. Maybe it will become possible to make games with smaller teams again. Publishers will then be less risk-averse, and we will see more niche-themed games. We can also expect more new AAAs with fresh IPs.
Plentiful, your current project, feels like a manifesto: no violence, no gunfights, just plants and natural cycles. Is this a detour? A break? Or a return to your roots?
I recently saw a clip from a game I made back in 1993 on the Amiga (The Shepherd). It was about moving animals into areas where they could thrive. Clearly, these themes have been following me for a long time, and Plentiful is a real return to my roots. That said, I loved working on GTA. As long as a world is consistent and well-crafted, I enjoy working on it.
Here is the translation: Thanks Obbe, one final question... What will Obbe Vermeij be doing on November 19, 2026? A day like any other, or do you already have something planned?
Hehe... There aren't many media events left that can get everyone on the same page. GTA VI will be the exception. I've already received a few invitations for launch parties, but I don't know... I think I'll just spend the day playing. This game looks truly incredible.