Comment on After GOTY pull, Clair Obscur devs draw line in sand: 'Everything will be made by humans by us'
Nibodhika@lemmy.world 1 week agoI agree with almost everything here, I think using LLMs to generate placeholders is fair game and allows studios to nail down the feeling of the game sooner. That being said there’s one thing I disagree:
However, it is obvious to see that occasionally you’ll forget to replace items with this technique
There are ways to ensure you don’t forget, things like naming your placeholders placeholder_<name> or whatever so you ensure there are no more placeholders when you make the final build. That is the best way to approach this because even extremely obvious placeholders might be missed otherwise, since even if you have a full QA team they won’t be playing every little scene from the game daily looking for that, and a few blank/pink/checkered textures on small or weird areas might be missed.
I think it’s okay for studios to use generative AI for placeholders, but if one of them makes it to the release you screwed up big time. And like I said there are ways to ensure you don’t, it’s trivial to make a plugin for any of the major engines (and should be even easier if you’re building the engine yourself) where it would alert you of placeholders in use at compile time.
Cethin@lemmy.zip 1 week ago
I don’t disagree that there are ways to add protections. It’d require strict compliance still though or things could fall through the cracks. Even when using the classic placeholders things have been missed on occasion. The only 100% reliable way to avoid shipping any generative AI content is to never include it in the project.
Again, I don’t think the usage here was bad. I think the reaction to one piece of generative AI art, which was replaced within a week, has been too severe. I’m just saying that if you really want to make sure you don’t ship any of it, just don’t ever include any. The old methods were perfectly fine, even if they made development look less pretty.