Games are art, and the people who make them are by and large: artists. Why would artists want to use generative AI?
Games are art, and the people who make them are by and large: artists. Why would artists want to use generative AI?
Going whole-hog on artistic intentionality for every little detail is just bikeshedding.
[0] And library music for games, which I'm getting into making: https://clubhouse.kyefox.com/posts/2016-2026-162342979
That is orthogonal to the issue of game developers exploiting technology to disenfranchise labor and produce a shoddy product. There certainly should be economic breathing room in the richest societies on the planet in the wealthiest era of human history for artists to spend time crafting work how they like.
Adding to the fact that people who write code are in general much better compensated in most industries than people who produce art, having software replace artists feels like "punching down" in a way that having software replace people who write software doesn't. As a software engineer, Ilif I use AI to write a bunch of code for myself, I'm much better able to understand the tradeoffs to my future employment in a much more visceral way than I ever could for what using AI-generated art might mean for an artist. Even with all of the recent proclamations that code is "solved" and fearful predictions that programming jobs are going to stop being so cushy, the job market for the average software engineer is probably at least an order of magnitude better than it is for the average artist in terms of compensation and job security, and AI or not, I don't see that changing any time soon.
I don't think that's true, I could mention a few examples, the cliché of the Unreal Engine hair style or lights and on the other side of the spectrum, the custom made engine which made TinyGlade what it is.
Game development iterates with what's brought from the coding side.
For art assets, I would not be able to express the exact details of what it should look like up front to the LLM; I'd either need to implement it manually, or I'd need to let the LLM decide the details of the actual user-facing experience rather than just the implementation of the experience I've defined myself (and manually tested to ensure it's identical). That seems like a fundamental difference in terms of code and art assets; the actual user-facing experience of the output of code is further downstream of the way it's produced than the user-facing experience of the output of art assets.
But a line of buggy code will be substantially more impactful than a poorly drawn model. An extra finger on a model doesn’t cause your save to be corrupted or a quest to hard lock.
But I disagree with your premise, players ABSOLUTELY look at the output of both the code and the visual art. The code is the thing putting it on screen. It doesn’t matter how many fingers a model has, if your engine incorrectly renders it.
The scrutiny here, and the pushback against it, is actually not even about the result, it’s about the process. Even if the AI art was perfect and could not be distinguished from human art, a large fraction of people would oppose it simply because it was generated by an AI.
A standard mind you that very few hold the code to.
That sounds identical to what I was saying; the output is what matters to players, not the process.
> The scrutiny here, and the pushback against it, is actually not even about the result, it’s about the process. Even if the AI art was perfect and could not be distinguished from human art, a large fraction of people would oppose it simply because it was generated by an AI.
Yes, and that's what the entire second paragraph (which is much larger) in my first comment in this thread was talking about.