The Montreal studio Panache Digital, under the leadership of Patrice Désilets, has reiterated its stance to exclude generative AI assets from the forthcoming action title 1666: Amsterdam following previous criticism. Despite this, the company acknowledged that some artificial intelligence tools continue to be utilized in their workflow, though their role has diminished compared to earlier development phases.
Addressing the Use of AI: Studio Clarifies Its Position
Critiques emerged earlier in the year when players identified AI-generated visuals within the prologue demo of 1666: Amsterdam—an issue found both in-game on paintings and in marketing assets. The studio subsequently issued a public apology and, via a statement on official channels, assured fans that AI-crafted content would not make it into the final version.
At a recent press event hosted in Amsterdam, Désilets addressed inquiries regarding production methods. He clearly stated, “It won’t be in the final product,” noting that while AI surrounds us, the internal approach at Panache Digital was overhauled to guarantee no AI-generated materials reach the published game. Désilets commented, “There were some [assets] we didn’t retouch enough in the pipeline, and since then we made sure that there will not be any use of AI anywhere in the game.”
Nuanced Role of AI During Development
Explaining further, Désilets highlighted that smaller development teams feel pressure to maximize output, which can make AI tools appealing for producing rapid iterations. “I can ask the AI to give me 75 different variations of one thing, but I cannot have 75 different illustrators come up with a variation in three seconds. This is the world in which we’re living,” he remarked. Years ago, when the crew was more compact, reliance on AI was common practice. “When we shipped [the demo], some slipped. That would not be the case any more,” he added.
When confronted about whether AI is actively integrated in current processes, Désilets replied, “Exactly. And now we’re using less and less because we don’t need them, because it’s not about ‘okay, I need something quick’. It’s true: this is the main [advantage or use of it].”
“We can have a big discussion about AI as human beings, but right now it’s tough to have the discussion.” – Patrice Désilets
While Désilets recognized ongoing debates regarding artificial intelligence, he compared the technology to other everyday tools utilized by creators. Nonetheless, he reinforced Panache Digital’s commitment: no AI-generated art or assets will feature in 1666: Amsterdam‘s finished release.
Project Overview and Launch Timeline
With a team of around 70 individuals, Panache Digital began developing 1666: Amsterdam in 2020, during the onset of Covid lockdown disruptions. The original concept underwent changes, shifting from a story about a devil’s apprentice to focusing on a witch as the protagonist. Although the project’s principal investor remains undisclosed, speculation of an Xbox partnership has circulated. Désilets chose not to confirm these rumors, stating, “I don’t know who it was but they’re not there any more.”
The narrative of the game centers on Noa, a witch in 1666 Amsterdam, and connects her journey with those of Aaron (from 1999) and Clio, a descendant in the present. The characters’ stories are intertwined by a demonic Collector, whose mission is to seek out and “collect” the souls of influential Originals across Amsterdam, operating under the devil’s command.
1666: Amsterdam will launch in PC early access on Steam and the Epic Games Store beginning August 25, with an initial price set at $30.
Those interested can view more about the game’s mechanics and visuals in the official feature video or watch it directly on YouTube.
