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πŸŒ™ Creator of Pale Tides, the witch TTRPG βš”οΈ Art for Silent Hill: Townfall, MTG, D&D etc πŸ’€ BACK MY GAME! tinyurl.com/paletides πŸ”— https://linktr.ee/PaulScottCanavan
Paul Scott Canavan









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Artists, Quote with your yellow art! Here's an old fave (my first MTG card, painted in 2017).
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Paul Scott Canavan
Turns out I have ADHD, who knew?
doing my adhd assessment rn πŸ‘οΈπŸ‘„πŸ‘οΈ
AI isn't to blame for the drive towards speed in production, that's always going to be a thing, but what it is doing is completely fucking up the early (most important) stage of that ideation process. Because it spits out something that looks finished, without any of that crucial design exploration.
I was going to write more but I’m just sick of talking about this stuff. The industry is in a dire situation, everyone is getting fired, I cannot sit and listen to another gaming exec talk a load of shite about how AI tools are making the game better, go absolutely fuck yourself.
So tired of this shit. Literally any concept artist can doodle up a better solution in minutes. And you know it’s original and not just plucked from some other IP. And they can iterate on it in realtime, allowing the whole team to be in on the process. We had this process for fucking decades.
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Artists, Quote with your yellow art!
OK fuck it, I'm writing more. The pursuit of SPEED and EFFICIENCY above all else is one of the major factors behind the bland, samey look that a lot of games have. How do you create interesting, evocative worlds and stories which people haven't seen before? Let your teams spend TIME exploring ideas.