• mlg@lemmy.world
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    20 hours ago

    I thought the point of using AI placeholder graphics was for mock up purposes so the level designers, writers, animators, etc. have an idea of the intended look the artist wants before the artist gets to that section and actually fills it in with their talent, or finalizes their nth edit to where they are satisfied to merge their additions.

    Otherwise, why doesn’t everyone just use the purple/black missing texture map everywhere?

    I’d even go so far as to assume the artist threw his scratch sketches at an AI and told it to make the mockups so the rest of the dev team doesn’t miss the general idea.

    I have no idea if this is actually the case, but why would anyone go out of their way to get an AI to generate a reusable texture otherwise? It would literally be faster to just select a pre-existing option from the game engine library or even just make your own with a quick image tile + save.

  • UnderpantsWeevil@lemmy.world
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    1 day ago

    Slay the Spire used goofy little MS Paint doodles of the thing they intended to fill the role of the asset. And then those doodles became unlockable as you progressed through the game. I found that funny and cute.

    That said, I’m not going to lose sleep over it one way or another.

    • owenfromcanada@lemmy.ca
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      1 day ago

      I’ve been playing Slay the Spire 2 in early access, and they did the same thing. Brilliant idea, great execution.