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Comment by Waterluvian

1 day ago

I think the interesting idea with “AI” is that it seems to significantly reduce barriers to entry in many domains.

I haven’t seen a company convincingly demonstrate that this affects them at all. Lots of fluff but nothing compelling. But I have seen many examples by individuals, including myself.

For years I’ve loved poking at video game dev for fun. The main problem has always been art assets. I’m terrible at art and I have a budget of about $0. So I get asset packs off Itch.io and they generally drive the direction of my games because I get what I get (and I don’t get upset). But that’s changed dramatically this year. I’ll spend an hour working through graphics design and generation and then I’ll have what I need. I tweak as I go. So now I can have assets for whatever game I’m thinking of.

Mind you this is barrier to entry. These are shovelware quality assets and I’m not running a business. But now I’m some guy on the internet who can fulfil a hobby of his and develop a skill. Who knows, maybe one day I’ll hit a goldmine idea and commit some real money to it and get a real artist to help!

It reminds me of what GarageBand or iMovie and YouTube and such did for making music and videos so accessible to people who didn’t go to school for any of that, let alone owned complex equipment or expensive licenses to Adobe Thisandthat.

Yeah, that's how I feel about it as well.

For a large chunk of my life, I would start a personal project, get stuck on some annoying detail (e.g. the server gives some arcane error), get annoyed, and abandoned the project. I'm not being paid for this, and for unpaid work I have a pretty finite amount of patience.

With ChatGPT, a lot of the time I can simply copypaste the error and get it to give me ideas on paths forward. Sometimes it's right on the first try, often it's not, but it gives me something to do, and once I'm far enough along in the project I've developed enough momentum to stay inspired.

It still requires a lot of work on my end to do these projects, AI just helps with some of the initial hurdles.

  • > For a large chunk of my life, I would start a personal project, get stuck on some annoying detail ...

    I am the same way. I did Computer Science because it was a combination of philosophy and meta thinking. Then when I got out, it was mainly just low level errors, dependencies, and language nuance.

    • Yeah exactly. I did CS because I love math and computability theory and logic and distributed computation, and I will have an interesting enough idea I want to play with, but I'll get stuck on some bullshit with Kubernetes or systemd or Zookeeper or firewalls or something that's decidedly not an interesting problem for me, but something necessary that I need to actually do my idea.

      Being able to get ChatGPT to generate basic scaffold stuff, or look at errors, help me resolve dependencies, or even just bounce ideas off of, really helps me maintain progress.

      You could argue that I'm not learning as much than if I fought through it, and that's probably true, but I am absolutely learning more than I would have if I had just quit the project like I usually did.

I've noticed this as well. It's a huge boon for startups, because it means that a lot of functions that you would previously need to hire specialists for (logo design! graphic design! programming! copywriting!) can now be brought in-house, where the founder just does a "good enough" job using AI. And for those that can't (legal, for example, or various SaaS vendors) the AI usually has a good idea of what services you'd want to engage.

Ironically though, having lots of people found startups is not good for startup founders, because it means more competition and a much harder time getting noticed. So its unclear that prosumers and startup founders will be the eventual beneficiary here either.

It would be ironic if AI actually ended up destroying economic activity because tasks that were frequently large-dollar-value transactions now become a consumer asking their $20/month AI to do it for them.

  • > ironic if AI actually ended up destroying economic activity

    that's not destroying economic activity - it's removing a less efficient activity and replace it with a more efficient version. This produces economic surplus.

    Imagine saying this for someone digging a hole, that if they use a mechanical digger instead of a hand shovel, they'd destroy economic activity since it now cost less to dig that hole!

    • It's not that it's replacing one form of activity with a cheaper one, it's that it removes the transaction. Which means that now there's nothing to tax, and nothing to measure. As far as GDP is concerned, economic activity will have gone down, even though the same work is being accomplished differently.

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    • If AI concentrates economic activity and leads to more natural monopolies (extremely likely), yeah, the lower level activity becomes more efficient but the macro economy becomes less efficient due to lower competition.

      Software has basically done the same thing, where we do things faster and the fastest thing that happens is accumulation of power and a lower overall quality of life for everyone due to that.

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    • Until everyone has a personal fully automatic hole digger and there are holes being dug everywhere and nobody can tell any more where is the right and wrong place to dig holes

    • It doesn't cost less to get the thing you actually want in the end anyway, no one in their right mind would actually launch with the founder's AI-produced assets because they'd be laughed out of the market immediately. They're placeholders at best, so you're still going to need to get a professional to do them eventually.

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  • But if startups have less specialist needs they have less overall startup costs and so the amount of seed money needed goes down. This lowers the barrier for entry for a lot of people but also increases the number of options for seed capital. Of course it likely will increase competition but that could make the market more efficient.

  • > I've noticed this as well. It's a huge boon for startups, because it means that a lot of functions that you would previously need to hire specialists for (logo design! graphic design! programming! copywriting!) can now be brought in-house, where the founder just does a "good enough" job using AI.

    You are missing the other side of the story. All those customers, those AI boosted startups want to attract also have access to AI and so, rather than engage the services of those startups, they will find that AI does a good enough job. So those startups lost most of their customers, incoming layoffs :)

    • Then there's the 3rd leg of the triangle. If a startup built with AI does end up going past the rest of the pack, they will have no technical moat since the AI provider or someone else can just use the same AI to build it.

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> It reminds me of what GarageBand or iMovie and YouTube and such did for making music and videos so accessible to people who didn’t go to school for any of that, let alone owned complex equipment or expensive licenses to Adobe Thisandthat.

It’s worth reading William Deresiewicz‘ The Death of the Artist. I’m not entirely convinced that marketing that everyone can create art/games/whatever is actually a net positive result for those disciplines.

  • >is actually a net positive result for those disciplines.

    This is an argument based in Luddism.

    Looms where not a net positive for the craftsman that were making fabrics at the time.

    With that said, looms where not the killing blow, instead an economic system that lead them to starve in the streets was.

    There are going to be a million other things that move the economics away from scarcity and take away the profitability. The question is, are we going to hold on to economic systems that don't work under that regime.

    • > There are going to be a million other things that move the economics away from scarcity and take away the profitability.

      What we’re really talking about here is the consolidated of power under a few tech elites. Saying it’s a luddite argument is a red herring.

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    • Yes, being against a society without artists is totally a luddite argument. Being against AI entropy stopping societal progress, stagnating culture at 2025 when humans started stopping contributing to the training set is a luddite argument. Please stop, you are not responding in good faith.

      Saying 'I think society should have artists' is not Luddism.

  • If people are making art to get rich and failing, it doesn’t kill artists, who’d be making art anyway, it kills the people trying to earn money from their art. Do we need Quad-A blockbuster Ubisoft/Bethesda/Sony/MS/Nintendo releases for their artistic merit, or their publishers/IP owners needs to make money off of it? Ditto the big4 movie studios. Those don’t really seem to matter very much. The whole idea of tastemakers, who they are and whether they should be trusted (indie v/s big studio, grass roots or intentionally cultivated) seems like it ebbs and flows. Right now I’d hate to be one of the bigs, because everything that made them a big is not working out anymore.

    • People are wanting to make a living by making art, not to get rich.

      I highly recommend reading the book I mentioned as you don’t seem to have a particularly nuanced understanding of the actual struggles at play.

      Perhaps an analogy you’ll understand is what happens to the value of a developer’s labour when that labour is in many ways replicated by AI and big AI companies actively work to undermine what makes your labour different by aggressively marketing that anyone can so what you so with their tools.

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  • It shifted the signal to noise ratio but its not a net negative either. There's whole new genres of music that exist now because easy mixing tech is freely available. Do you or I like SoundCloud mumble rap? No, probably not. But there's enough people out there that do

  • This reminds me of my preferred analogy: are digital artists real artists if they can’t mix pigment and skillfully apply them to canvas?

    Not sure why digital artists get mad when I ask. They’re no Michelangelo.

    • That's a really bad analogy, because even in digital art where you can pick your color from a color wheel on a monitor, understanding how primary colors combine to become different colors and hues is a _fundamentally_ important aspect of creating appealingly colored paintings, digital or physical. Color theory is about balance; some colors have more visual "weight" than others. Next to each other they take on entirely different appearances -- and can look hideous or beautiful.

      This isn't me saying digital artists need to practice mixing physical pigment, but anecdotally, every single professional digital artist I know has studied physical paint -- some started there, while others ended up there despite starting out and being really good digitally. But once the latter group hit a plateau, they felt something was lacking, and going back to the fundamentals lifted them even higher.

    • If they get mad it's because you're saying this explicitly to be an asshole. The essence of art doesn't have much to do with the mechanical skills for assembling pieces into a whole, though that part isn't trivial. Rather, it's about expressing human thoughts and feeling in a way that inspires their human audience. That's why AI-generated "art" is different in kind from a skilled digital artist and why it really cannot be art.

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    • It may be maddening to them because you are implying that physical color mixing is somehow that one defining thing that makes it art. Imagine someone said that about writing a book: if you don't write it by hand but use Microsoft Word instead, it's not a real book. How would that even be the case? The software is not doing the work for you (unless it's AI).

      I can tell you with confidence that physical color mixing itself is a really small part of what makes a good traditional artist, and I am indeed talking about realistic paintings. All the art fundamentals are exactly the same, wether you do digital art or traditional oil, there are just some technical differences on top. I have been learning digital painting for a few years and the hardest things to learn about color were identical to traditional painters. In fact, after years of learning digital painting and about colors, it only took me a couple of days to understand and perform traditional color mixing with oil. The difficult part is knowing what colors you need, not how to get there (mixing, using the sliders, etc.)

      And just to add a small bit here: digital artist also color mix all the time and need to know how it works, the difference here is that mixing is additive instead of subtractive.

    • Everybody has to decide where to draw the line at convenience versus artistic purity. For most, the creative act is in selecting the color, not how you get there.

      Do you sneer at those who use industrial pigments instead catching and crushing their own cochineal beetles?

    • Given the diversity of media involved in digital art, I’m not sure that analogy is a particularly good one.

      And to add, like many of his contemporaries, Michelangelo likely didn’t do much of the painting that’s attributed to him.

    • Are assembly programmers real programmers if they can't implement their algorithms by soldering transistors?

Yep this is a huge enabler - previously having someone "do art" could easily cost you thousands for a small game, a month even, and this heavily constrained what you could make and locked you into what you had planned and how much you had planned. With AI if you want 2x or 5x or 10x as much art, audio etc it's an incremental cost if any, you can explore ideas, you can throw art out, pivot in new directions.

  • The only thing better than a substandard, derivative, inexpertly produced product is 10x more of it by 10x more people at the same time.

  • I'd argue a game developer should make their own art assets, even if they "aren't an artist". You don't have to settle for it looking bad, just use your lack of art experience as a constraint. It usually means going with something very stylized or very simple. It might not be amazing but after you do it for a few games you will have pretty decent stuff, and most importantly, your own style.

    Even amateurish art can be tasteful, and it can be its own intentional vibe. A lot of indie games go with a style that doesn't take much work to pull off decently. Sure, it may look amateurish, but it will have character and humanity behind it. Whereas AI art will look amateurish in a soul-deadening way.

    Look at the game Baba Is You. It's a dead simple style that anyone can pull off, and it looks good. To be fair, even though it looks easy, it still takes a good artist/designer to come up with a seemingly simple style like that. But you can at least emulate their styles instead of coming up with something totally new, and in the process you'll better develop your aesthetic senses, which honestly will improve your journey as a game developer so much more than not having to "worry" about art.

    • This is a financial dead-end for almost everyone who tries it. You're not just looking for "market fit" you're also asking for "market tolerance", it's a very rare combination.

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  • It’s enabler for everyone, so you still don’t have any advantage just like you didn’t before that.

    The only difference is you spend less on art but will spend same in other areas.

    Literally nothing changed

    • The difference is you have autonomy now - the same autonomy as a person building a web application or app able to put together a serviceable UI/UX without any other person - without the sacrifice of "programmer art" or cobbling together free asset packs.

  • > With AI if you want 2x or 5x or 10x as much art

    Imagery

    AI does not produce art.

    Not that it matters to anyone but artists and art enjoyers.

    • Is that an argument against the quality, saying that AI cannot (or some weaker claim like that it does not usually) produce "art"? Else, is it an argument of provenance, akin to how copyright currently works, where the same visual representation is "art" if a human makes it and is not "art" if an AI makes it?

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    • Stop trying to impose your narrow-minded definition of art onto other people. If you disagree, that's fine, but you've lost my respect the moment you tell someone else that their definition of art is wrong.

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    • I don’t see this as a claim that the AI is doing art. He’s just saying, that the art can be created at low incremental cost.

      Like, if we were in a world where only pens existed, and somebody was pitching the pencil, they could say “With a pencil if you want 2x or 5x or 10x as many edits, it's an incremental cost, you can explore ideas and make changes without throwing the whole drawing away.”

Totally agree that what AI is doing right now feels more like the GarageBand/iMovie moment than the iPhone moment. It's democratizing creativity, not necessarily creating billion-dollar companies. And honestly, that's still a big deal

  • Yes, maybe what people create with it will be more basic. But is 'good enough' good enough? Will people pay for apps they can create on their own time for free using AI? There will be a huge disruption to the app marketplace unless apps are so much better than an AI could create it's worth the money. So short Apple? :) On the other hand, many, many more people will be creating apps and charging very little for them (because if it's not free or less than the value of my time, I'm building it on my own). This makes things better for everyone, and there'll still be a market for apps. So buy Apple? :)

  • The difference is you still need to express creativity in your use of GarageBand and iMovie. There is nothing creative about typing "give me a picture of x doing y" into a form field.

    Also, "democratizing"? Please. We're just entrenching more power into the small handful of companies who have been able to raise and set fire to unfathomable amounts of capital. Many of these tools may be free or cheap to use today, but there is nothing for the commons here.

  • The thing is... Elbow grease makes the difference.

    If you're just generating images using AI, you only get 80% there. You need at least to be able to touch up those images to get something outstanding.

    Plus, is getting 1 billion bytes of randomness/entropy from your 1 thousand bytes of text input really <your> work?

    • It is apposite that in a lot of modern art, the concept and provenance are valued more than the execution.

    • Plus, is getting 1 billion bytes of randomness/entropy from your 1 thousand bytes of text input really <your> work?

      I think what AI has made and will make many more people realise is that everything is a derivative work. You still had to prompt the AI with your idea, to get it to assemble the result from the countless others' works it was trained on (and perhaps in the future, "your" work will then be used by others, via the AI, to create "their" work.)

    • For now. Eventually it will get you 100% of the way there and we'll have the tooling for it as well.

Yeah that seems accurate.

I mainly use AI for selfhosting/homelab stuff and the leverage there is absolutely wild - basically knows "everything".

I have a similar problem (available assets drive/limit game dev). What is your workflow like for generative game assets?

  • It’s really nothing special. I don’t do this a lot.

    Generally I have an idea I’ve written down some time ago, usually from a bad pun like Escape Goat (CEO wants to blame it all on you. Get out of the office without getting caught! Also you’re a goat) or Holmes on Homes Deck Building Deck Building Game (where you build a deck of tools and lumber and play hazards to be the first to build a deck). Then I come up with a list of card ideas. I iterate with GPT to make the card images. I prototype out the game. I put it all together and through that process figure out more cards and change things. A style starts to emerge so I replace some with new ones of that style.

    I use GIMP to resize and crop and flip and whatnot. I usually ask GPT how to do these tasks as photoshop like apps always escape me.

    The end result ends up online and I share them with friends for a laugh or two and usually move on.

    • You said you had a budget about 0 in your top post. Was that for the pre-AI era or does that apply to your new AI flow as well? If it's still about 0, I'm guessing you're using primarily AI to learn how to do stuff and not using it mostly to generate assets? Is that a correct assumption?

      Edit: also, where can we play Escape Goat.

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    • Those games sell themselves on name alone, are they playable anywhere?

Yes! Barrier to entry down, competition goes up, barrier to being a standout goes up (but, many things are now accessible to more people because some can get started that couldn't before).

Easier to start, harder to stand out. More competition, a more effective "sort" (a la patio11).

The genericizing of aesthetics is far more cost than benefit. This is a completely false claim: "reducing barriers to entry" if the barrier includes the progression of creativity. Once the addict of AI becomes entranced to genericized assets, it deforms the cost-benefit.

If we take high-level creativity and deform, really horizontalize the forms, they have a much higher cost, as experience become generic.

AI was a complete failure of imagination.

> "AI" is that it seems to significantly reduce barriers to entry in many domains.

If you ask an LLM to generate some imagery, in what way have you entered visual arts?

If you ask an LLM to generate some music, in what way have you entered being a musician?

If you ask an LLM to generate some text, in what way have you entered writing?

Easy entry not equals getting rich.

  • In fact one could argue it makes it harder; if the barrier to entry for making video games is lowered, more people will do it, and there's more competiton.

    But in the case of video games there's been similar things already happening; tooling, accessible and free game engines, online tutorials, ready-made assets etc have lowered the barrier to building games, and the internet, Steam, itch.io, etcetera have lowered the barrier to publishing them.

    Compare that to when Doom was made (as an example because it's a good source), Carmack had to learn 3d rendering and making it run fast from the scientific text books, they needed a publisher to invest in them so they could actually start working on it fulltime, and they needed to have diskettes with the game or its shareware version manufactured and distributed. And that was when part was already going through BBS.

    • Yeah, you’re right.

      Ease of entry brings more creative people into the industry, but over time it all boils down to ~5 hegemons, see FAANG - but those are disrupted over time by the next group (and eventually bought out by those hegemons).

      Offtopic: I once read a comment that starting a company with the goal of exiting is like constantly thinking about death :)

  • Something like 200,000 new songs are uploaded to music services every day because tech lowered the barrier to entry. How's that working? Lots and lots of new rich musicians?

I'm wondering a good way to create 2D sprite sheets with transparency via AI. That would be a game changer, but my research has led me to believe that there isn't a good tool for this yet. One sprite is kind of doable, but a sprite animation with continuity between frames seems like it would be very difficult. Have you figured out a way to do this?

  • I think an important way to approach AI use is not to seek the end product directly. Don’t use it to do things that are procedurally trivial like cropping and colour palette changes, transparency, etc.

    For transparency I just ask for a bright green or blue background then use GIMP.

    For animations I get one frame I like and then ask for it to generate a walking cycle or whatnot. But usually I go for like… 3 frame cycles or 2 frame attacks and such. Because I’m not over reaching, hoping to make some salable end product. Just prototypes and toys, really.

  • I was literally experimenting with this today.

    Use Google Nano Banana to generate your sprite with a magenta background, then ask it to generate the final frame of the animation you want to create.

    Then use Google Flow to create an animation between the two frames with Veo3

    Its astoundingly effective, but still rather laborious and lacking in ergonomics. For example the video aspect ratio has to be fixed, and you need to manually fill the correct shade of magenta for transparency keying since the imagen model does not do this perfectly.

    IMO Veo3 is good enough to make sprites and animations for an 2000s 2D RTS game in seconds from a basic image sketch and description. It just needs a purpose built UI for gamedev workflows.

    If I was not super busy with family and work, I'd build a wrapper around these tools

  • I dont use AI for image generation so I dont know how possible this is, but why not generate a 3D model for blender to ingest, then grab 2D frames from the model for the animation?

    • Because, uh, literally everything. But the main reason is that modeling is actually the easy (easiest) part of the workflow. Rigging/animating/rendering in the 2D style you want are bigger hurdles. And SOTA AIs don't even do modeling that well.

  • I’ve been building up animations for a main character sprite. I’m hoping one day AI can help me make small changes quickly (apply different hairstyles mainly). So far I haven’t seen anything promising either.

    Otherwise I have to touch up a hundred or so images manually for each different character style… probably not worth it

I introduced my mother to Suno, a tool for music generation, and now she creates hundreds of little songs for herself and her friends. It may not be great art, but it’s something she always wanted to do. She never found the time to learn an instrument, and now she finally gets to express herself in a way she loves. Just an additional data point.

Funny how everyone is just okay with the basis for all this art being stolen art by actual humans. Zero sense of ethics.

  • Not clear that being able to sample from a distribution == stealing.

    • Given that "AI" training needs millions of books, papers and web pages, it is a derivative work of all those books. Humans cannot even read a fraction of that and still surpass "AI" in any creative and generative domain.

      "AI" is a smart, camouflaged photocopier.

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I have been doing the exact same thing with assets and also it has helped me immensely with mobile development.

I am also starting to get a feel for generating animated video and am planning to release a children’s series. It’s actually quite difficult to write a prompt that gets you exactly what you want. Hopefully that improves.