20 years making games at Guerrilla, Crytek, King & Wargaming, from concept art to art director. Now making Nook, a tiny clay dollhouse you shape in your browser
As an art/creative from the game industry, who can code but is more interesting in making products - AI is amazing. It allows me to build experiences, visuals and ideas much faster. Thereby explore a larger set of possibilities, and actually execute them.
When concept art started using photo-bashing, we had a similar uproar (at smaller scale). 'Is it art?' 'It's not a real concept', 'It's not your idea', 'We will loose the skills' etc etc. And now: everyone uses the method that allows them to express their ideas the best way. That being a sketch, a photo bash, a 3D model, or an AI generated thing.
There is always a risk of losing the human mistakes and quirks, which sometimes create accidental genius results. And human/artist limitations created visual styles in many ways. It is a real risk if everyone starts using the same tools.
But that is as much an attitude issue of not being open to new things and wild experimentation as it is a result of tool use or skill.
There is now a new tool. Go wild! Go break it! See where it falls short, see where it excels! Do cool stuff! Chase your vocation!
@MoralzzX Developers who are getting value from AI should speak up. There's safety in numbers. MOST developers are doing it and loving it - and if they're not talking about it it's mostly out of fear for haters attacking them, their product, and their company.
@mogmek oh that is neat! That looks very smooth and easy to use. SDF based?
How did you do the quick brush-scale controls? And that soft-pressing is lovely! Mine is still pretty direct cut, rather than soft and slow.
@iruletheworldmo Also way less nerved when it comes to ai research. No random crap breaking or running into glass walls all the time. (Not yet atleast)
New brush controls in Nook. Bend the tip, or change the way it develops over a stroke for that fine control.
It actually looks like it's something that I planned all along!
#gamedev#indiedev
@CastellanoWorks@threejs@nvidia That makes sense. On iPhones especially the memory cap is really aggressive. I learned that the hard way in an old WebGL project I didπ₯²