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Creating Isometric RPG Game Backgrounds

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41–50 of 53 posts

Re: Creating Isometric RPG Game Backgrounds

#41
post #32
post #12

This example perfectly encapsulates the state of generative AI art. You can click a few buttons and instantly get artwork that is indistinguishable from stuff made by professional artists for top-quality games. Amazing! The downside is, your game is indistinguishable from every other game. Close your eyes and pick out anything in the isometric sci-fi/cyberpunk genre from Steam and the result will look exactly like th…

I feel like asking "What is AI adding that will appeal to people wanting to buy your game" can be said about a majority of games with or without AI. It's possibly also the wrong question, AI isn't necessarily adding anything special but it IS enabling much more powerful tooling for the creation of games. The prototyping power and getting a general feel for how you'd like your design to be is only going to get stronge…

My concern is we’re going to see the loss of creativity akin to what we see when directors us existing film scores as “dummy scores” to help establish mood.

Re: Creating Isometric RPG Game Backgrounds

#42
post #22

Earlier quoted context omitted.

> Heck you can probably import it directly from Unity's asset store without even bothering with Stable Diffusion. Try actually doing this though and it'll look like an absolute mess. You'll end up without any sort of cohesive art style and you'll have random variations in quality level. The thing about this AI generated stuff is that what it lacks in 'peak talent' it more than makes up for it in being able to actuall…

> You'll end up without any sort of cohesive art style and you'll have random variations in quality level. Oh look: exactly the result with AI tools. Did you miss the point where the author went through multiple variations, had to construct intricate prompts and do quite a lot of manual work for the end result to be half-decent?

And you’re missing the point that that large effort was less effort than other ways to get a prompt working

Re: Creating Isometric RPG Game Backgrounds

#44
post #28
post #12

This example perfectly encapsulates the state of generative AI art. You can click a few buttons and instantly get artwork that is indistinguishable from stuff made by professional artists for top-quality games. Amazing! The downside is, your game is indistinguishable from every other game. Close your eyes and pick out anything in the isometric sci-fi/cyberpunk genre from Steam and the result will look exactly like th…

> The downside is, your game is indistinguishable from every other game There is not such a consistency in "every other game", neither is there only a single one AI style, so that can't happen either, you'll be able to distinguish if the designer wanted such a distinction > what is AI adding that will appeal to people wanting to buy your game, and the answer to that is still probably nothing. This one is also easy: p…

Price reduction (within reason) is absolutely NOT how I pick games. It's not my primary concern at all.

Re: Creating Isometric RPG Game Backgrounds

#46
post #38

> Creating Generating is correct.

Try following the other steps listed in the article. If you don't already have those skills you'll be spending a lot of time learning and mastering the tools and techniques. Even the SD generation steps require a decent knowledge of SD and then a lot of grind while you generate dozens or hundreds of images and tweak parameters until you get something good.

Re: Creating Isometric RPG Game Backgrounds

#47

gg game artists

More like yw game artists. Check out the sketches the author made in order to generate the character model. That's a huge time saver if a game artist can just do a few rough sketches and then get a ton of reference or raw material to work with. The skillset for artists will change a bit, they'll focus more on compositing and repainting but they won't be out of a job. It'll make them a lot more productive in the end.

Re: Creating Isometric RPG Game Backgrounds

#48
post #39

I've proof of concept-ed the same workflow and it just doesn't hold up in practice. Even so, there are some benefits that truly do help a solo dev. It's actually easier to de-bake yourself than use SD-derived assets. What I mean is that img2depth is severely lacking at the moment. The geometry it produces it unsuitable for compositing with other game assets. You'll notice compositing was avoided in the demo. As such…

ControlNet is where it's at - the depth model can completely reskin an image [1] with a bit of prompting, and you can compose them (multiple controlnets feeding on each other) [1] https://twitter.com/herval/status/1631113661207945217/photo/...

There's also MaskSketch from Google that will be presented at the upcoming CVPR https://github.com/google-research/masksketch

Re: Creating Isometric RPG Game Backgrounds

#49
post #21

Earlier quoted context omitted.

Yes. Not only without giving them credit, but for the most part making them unemployable or reducing the value of their expertise to subsistence level.

This has never happened and will never happen. Jevon's paradox means they'll get more work.

The world is full of people who have been rendered unemployed or underemployed due to globalization and automation. Not only has it happened, it's happening now, and it will happen to knowledge workers and creatives.

The increased demand for the work AI can produce will create jobs filled by AI, so Jevon's paradox doesn't guarantee anything. If it did, cities like Detroit wouldn't be ruins now, as the boom of outsourcing and automation in manufacturing would simply have created more jobs as demand increased. But it turns out the market isn't an infinitely frictionless superfluid and the incentives for businesses change - when they can create value without human labor at all, they will seek to do so in all possible cases.

Re: Creating Isometric RPG Game Backgrounds

#50
post #32

Earlier quoted context omitted.

I feel like asking "What is AI adding that will appeal to people wanting to buy your game" can be said about a majority of games with or without AI. It's possibly also the wrong question, AI isn't necessarily adding anything special but it IS enabling much more powerful tooling for the creation of games. The prototyping power and getting a general feel for how you'd like your design to be is only going to get stronge…

My concern is we’re going to see the loss of creativity akin to what we see when directors us existing film scores as “dummy scores” to help establish mood.

> when directors us existing film scores as “dummy scores” to help establish mood.

Which then means that when the actual score for that film needs to be written, it pretty much has to sound like the dummy score, because all the scenes were filmed to match the dummy score.

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