Stance on AI
Lately, there's been a lot of noise about AI in game dev — especially in indie circles. Some people treat it as a hard "no-go." Others see it as the future.
For me, the truth isn't that binary. It's about how you use it.
I separate AI use into two broad approaches:
1. Direct replacement (what I avoid)
- Typing "knight" into an image generator and dropping it straight into a game.
- Generating voice lines from a text prompt and calling it done.
- Having AI write all your in-game text with zero creative input.
- Clicking "generate mesh" and importing it untouched.
2. Augmentation (what I embrace)
- Drawing the knight yourself, then running it through AI for polish or color enhancement, testing prompts, and refining the output.
- Recording your own voice acting, then using AI to change the tone or timbre while keeping your performance intact.
- Writing the text yourself, then letting AI clean up grammar or adjust mood — without losing your intent.
- Generating a rough mesh, then fixing topology, texturing, and rigging it manually.
Both categories technically "use AI." But one replaces creative effort; the other amplifies it. I'm firmly in the second camp.
In short: AI is a tool, not a substitute for creating. If I didn't make the heart of the asset — the concept, the draft, the performance — it doesn't go in the game.