You can already do that in 3D if the overall concepts have been decided and some basic assets are there. Just switching the textures, lightning conditions, and some predefined building blocks do basically the same thing as this algorithm, except it's already part of the pipeline, and it gives you much more since it's 3D.
The other thing is that these algorithms look indecently good when you see a thumbnail, but very bad if you're looking at it too closely. These cool 'concept art' pieces that look good are 90% of what people see, but they do not represent 10% of the concept art work; most of it are boring details of joints, how the blade is strapped to the costume, how windows open, unsexy stuff as can be (that you can't do with such algorithms).