this post was submitted on 16 Jul 2025
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[–] markovs_gun@lemmy.world 3 points 6 days ago

I think the biggest problem is that steam is like 80+% shovelware and it's no surprise that a lot of those are using a bunch of AI generated "artwork." IMO it's no worse than a shitty asset flip and as others have pointed out, there are a lot of really cool things you could do with generative AI in game dev that aren't just slapping shitty pictures all over your product, and this doesn't capture the nuance. I would also assume that this number is lower than reality since it relies on tagging, and nobody is accurately tagging shitty scam games with less than a hundred downloads.

[–] count_dongulus@lemmy.world 2 points 6 days ago

Using generative AI to replace toil and not the creative human process is fine imo. Even doing something like generating visual things, to me, is OK if it's driven by real creative intent and doesn't result in something that looks low quality. But it's not very simple to get output that you can tweak in fine ways to get predictable changes based on specific creative intent - human language is not descriptive enough to really capture that. "A picture is worth a thousand words" is accurate. You're also shooting yourself in the foot when you end up with a ton of assets or systems that you don't have fine control over because you can't do something simple like tweak a layer of an image because what you got at the end of the day was just a raster output from a black box.

[–] vala@lemmy.world 2 points 6 days ago (1 children)

What exactly does this mean?

If you use an LLM to help with the code does that count? Or is this just about writing and art assets?

I'm also wondering if using AI to make concept art / placeholder text and then replacing it later counts?

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