But the idea that you would rather use AI than cheap, ugly, quick, or incomplete placeholders because it "looks better," to me, calls into question the function placeholder art has in a process.
I've been playing a bit of Marathon while recovering from surgery. I don't play games like it often, but I'm suuuper impressed with its presentation. Probably the most narratively immersive (for lack of better words) pvp game I've ever played.
ANOTHER ONE, ON THURSDAY!
It's about games that hate you.
If you want to support me, you can see it NOW (along with FOUR BONUS VIDEOS) on P*TREON
It's in my bioooooo :)
Thanks so much to @ratfunkssbm.bsky.social for editing a sizable chunk of this video, and also to @kitrole.bsky.social for giving a voice to Angela during the important cutscenes!
youtu.be/5SqsOnT6A2E
The goal was to make something obviously not intended for release, so there would be NO way for any patches to ship without somebody seeing it and thinking "oh, we still need the final art in here."
Obviously, the situation is different from E33 regarding the art's function (splash vs environment),
it's up NOW!!
link below :0
Hiiii I made the music for this trailer :)
(The final splash arts for those characters, for comparison)
A small thought on "placeholder" art in games that's been on my mind today bc of E33
In its early days, League of Legends accidentally released characters/skills with placeholder art instead of their finished versions. So now, all splash art looks like this until the final version: