>Our thinking is that you can lay a base quickly, and then iterate on that to work on the details of your game
I'm not an AI engineer, but my understanding with current AI advances is that it is very good at "laying a base" and very bad at "iterate on that". Many models are essentially throw out 90% of the previous iteration and grabbing something else for the next prompt.
I am a dev, and usually it isn't as hard to "lay a base", from a technical perspective. There's plenty of mock assets to work with, and then later on we can use a early design mesh to fine tune. I don't necessarily need an "orc" to work out the posing and animations for a game unless I'm doing facial animations.
But hey, there's 2000 dev pipelines for every 1000 studios, so this isn't to discredit you. Just hoping to give another perspective on how some approach game dev.