Nonsensical 2D
Nonsensical 2D
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Відео

What sequels can teach us about Game Development
Переглядів 3,5 тис.Місяць тому
What sequels can teach us about Game Development
You Aren't Bad You are Just Terrified of Sucking || Reviewing your GAME ART
Переглядів 4,2 тис.Місяць тому
0.00 - Intro 0:25 - Example by: AHappyWaterMelon 2:09 - Dual Gen Studios - Video Medal Winners 4:05 - Zizaco - Spiritwood Harvesters 5:15 - Esferibot 7:30 - Blind Ninja Games 10:00 - Inverted Journey 11:50 - Outro And Conclusion
How to check what is wrong with your Game Art
Переглядів 3,6 тис.Місяць тому
0.00 - Intro 0:18 - Flipping Your Assets 1:00 - Post-Processing Effects 2:11 - Separating Your Layers 3:29 - Zooming Out 5:48 - Blurring Or Squinting 7:35 - Making Your Scene Black and White 8:17 - Feedback Trick 9:06 - Pureref and references
How Advice Can Ruin Your GAME!
Переглядів 3,7 тис.3 місяці тому
Hopefully it works well with a subreddit: www.reddit.com/r/Nonsensical2D/
Should your Game Art be GREY? | Gradient Maps for Assets
Переглядів 4,8 тис.3 місяці тому
Should your Game Art be GREY? | Gradient Maps for Assets
Why Your 2D Game Art looks Flat
Переглядів 24 тис.3 місяці тому
I do realise I say flat a bit too many times, it is what it is...
Should your Game Art be UNIQUE?
Переглядів 4,6 тис.4 місяці тому
This video covers whether making unique 2D game art is always the best choice...
The Problem With Pixel Art
Переглядів 6 тис.4 місяці тому
The Problem With Pixel Art
Why You should Avoid Showing the Sky!
Переглядів 17 тис.4 місяці тому
This video covers some issues you can have with showing a sensible horizon and sky in a 2D platformers and why it can be problematic to do so.
Why you are better than you think at Drawing GAME ART!
Переглядів 14 тис.6 місяців тому
Sort of a follow up video to how to learn game art and how to create an art style.
Making an UGLY scene look Good!
Переглядів 3,9 тис.7 місяців тому
This is an unscripted and edited version of around 5 hours of drawing and fixing an ugly scene with poor visual clarity and poor readability.
Readability, The Most important skill in Game Art?
Переглядів 6 тис.7 місяців тому
I have wanted to make a more comprehensive video on Readability for quite some time now.
Hand drawn is easier than pixel art | HD graphics vs low-bit vs Hi-bit
Переглядів 107 тис.Рік тому
a quick Comparison between a lot of different artstyles and how difficult and easy they are. This is largely a comparison between pixel art and the type of hand drawn or HD 2D art that I usually make.
How to Learn Game Art!
Переглядів 93 тис.Рік тому
This video is mainly focused on HD 2D game art, but will be applicable to pixel art as well. It'll be less applicable to 3D, but what can you do..
What drawing devices should you use for Game Art
Переглядів 5 тис.Рік тому
What drawing devices should you use for Game Art
How to actually create an Art Style for your game!
Переглядів 21 тис.Рік тому
How to actually create an Art Style for your game!
Think about the mood of your game BEFORE you make your Game Art!
Переглядів 4,2 тис.Рік тому
Think about the mood of your game BEFORE you make your Game Art!
What makes a Game Animation look BAD?
Переглядів 12 тис.Рік тому
What makes a Game Animation look BAD?
You don't have time to draw Game Art!
Переглядів 6 тис.Рік тому
You don't have time to draw Game Art!
What size should your assets be? | HD 2D GAME ART
Переглядів 114 тис.Рік тому
What size should your assets be? | HD 2D GAME ART
How to create a Scene from scratch by remaking my old Game Art
Переглядів 12 тис.Рік тому
How to create a Scene from scratch by remaking my old Game Art
What I have learned since I started with Game Development!
Переглядів 3,3 тис.Рік тому
What I have learned since I started with Game Development!
Why Taste is more important than drawing skills
Переглядів 3,8 тис.Рік тому
Why Taste is more important than drawing skills
Simple 2D Idle Animation for your Character | Handdrawn | Beginner 2D Game Art
Переглядів 19 тис.Рік тому
Simple 2D Idle Animation for your Character | Handdrawn | Beginner 2D Game Art
Make better Art by Drawing Less | Beginner 2D Game Art
Переглядів 14 тис.Рік тому
Make better Art by Drawing Less | Beginner 2D Game Art
How to make your Game come to LIFE | Particle effects | Shaders | 2D Animations
Переглядів 24 тис.Рік тому
How to make your Game come to LIFE | Particle effects | Shaders | 2D Animations
How to make your UI and HUD Intuitive | 2D Beginner Game ART
Переглядів 6 тис.Рік тому
How to make your UI and HUD Intuitive | 2D Beginner Game ART
Ghost Song Art Analysis | Recreating the artstyle | 2D Game Art
Переглядів 2,9 тис.Рік тому
Ghost Song Art Analysis | Recreating the artstyle | 2D Game Art
How to draw Game Art in Procreate | Workflow, Tips and Recommendation
Переглядів 41 тис.Рік тому
How to draw Game Art in Procreate | Workflow, Tips and Recommendation

КОМЕНТАРІ

  • @geoq488
    @geoq488 5 годин тому

    o_o

  • @IAmADad56
    @IAmADad56 3 дні тому

    So I am attempting to do a 2.5D too down game. A cozy style game. I want to draw everything. How would you go about drawing buildings for the town. Thanks. I subscribed because you actually teach. You are wholesome and honest with everything. Thanks!

  • @ellesedit
    @ellesedit 4 дні тому

    Wow I never knew you could make polly lines and edit angels in Procreate! Super helpful tip and im only 1:11 min in!

  • @theConcernedWyvern
    @theConcernedWyvern 5 днів тому

    My absolute biggest tip for practicing and using reference is: draw what you see, not what you *think* you see! There ate plenty of videos and resources expanding on this concept, but it's, in my opinion, a vital skill for getting the feel of art. Once that's familiar, then you can experiment with different ways to represent what is actually there. You essentially are changing the way the viewer see what's present.

  • @averyminya
    @averyminya 5 днів тому

    Hey! I've had a lot of this swimming in my mind for a few weeks and I finally got around to finishing up some assets to give this some practice! And I must say, as a first time developer this was one of the most straightforward projects to play with. I did run into one issue however, which is the relationship between the camera, player, and these background canvas items. Do the sizes of the assets drastically impact how they are placed in the world? Basically, the assets are "sprawled" across the map, and so in perspective view gets pretty inaccurate compared to the in-game camera. This has been awesome though, thank you so much. This is one of the best videos I've found for learning overall, and your whole channel is a goldmine for art in general, not even game dev specific crafting. Thanks, very much.

    • @averyminya
      @averyminya 5 днів тому

      Also would there be a way to do a seeded room or a procedural generated room in this style? I'm wanting to make an arena similar to how the game Revita has its levels set up, but I'm not sure if they were crafting each room manually or did it procedurally.

    • @Nonsensical2D
      @Nonsensical2D 5 днів тому

      The parallax scaling of the asset does impact how big they are in the scene, but a workaround that you can do is to use the transform bar to scale the asset bigger equal to how much you scale it down with parallax. so if your parallax scaling is 0.8, then your transform scaling would be 1/0.8 = 1.25 and these would cancel out to make the asset the exact same size you drew it as. I have used this workaround when doing parallax in pixel art, in order to ensure perfect pixel density throughout the scene.

    • @Nonsensical2D
      @Nonsensical2D 5 днів тому

      I am not familiar with Revita though. but as long as there is a "transition" between rooms it would probably work quite well, but stitching part of scenes would to my mind sound quite complicated (since the parallax wouldn't stitch that nicely)

    • @averyminya
      @averyminya 5 днів тому

      @@Nonsensical2D Thank you so much for the response!

  • @FelipeNecro
    @FelipeNecro 7 днів тому

    Hi! Do you have any videos on how do you downscale your high resolution assets to 128×128 without loosing definition in-game?

  • @Richdadful
    @Richdadful 8 днів тому

    pixel is not a great choice as per me. Snes games on CRT TV didnt looked like that. When you played Snes games on LCD TV do tend to look more like pixel art.

  • @typhereus
    @typhereus 8 днів тому

    Appreciate the absence of cynicism towards AI.

  • @elijahwick
    @elijahwick 9 днів тому

    Great Video! A lot of good notes to keep in mind. The biggest difference I noticed between the art that didn't work and the art that did is the hierarchy of details. You can get away with a lot if you remember to maintain large areas of low detail. That way the game doesn't look visually cluttered. That's why blurring the background and shifting it all toward blue helped so much. It lowered the amount of detail.

  • @FelipeNecro
    @FelipeNecro 10 днів тому

    Hi! Great explanation! I have one question. You mentioned that your animations were made in 4k, but the character is 256x256 in-game. So, how did you scaled it down without messing with its details/contours? In Unreal engine I know there is a "pixel per unit" parameter we can use to re-scale the sprites. I've tried it and could scale down a ~1000x1000 px sprite to have the same height as a ~256x256 px without loosing definition. While trying to rescale the original one either on procreate or libresprite to have 256 px hight it lost definition. However, I am not sure if changing the "pixel per unit" parameter would have impact on the gpu performance: e.g. would it require the same ammount of processing as working with the original 1000x1000 px file? Or it would required less processing?

  • @ty3tan1um
    @ty3tan1um 10 днів тому

    Hello! Thanks for the helpful video, very useful, saved to my playlists to reference more in future. With regards to your file transfer problem, on my discord server I just have a little private channel where I send all my drawings to, then I can download it on my PC. Now we've helped each other :D

    • @Nonsensical2D
      @Nonsensical2D 10 днів тому

      Ye, I've since this been posted set up a server to kind of do the same :)

  • @CharlesBHamlyn
    @CharlesBHamlyn 10 днів тому

    Thank you for making this. It's a touchy subject and I've long wanted to hear from an actual artist who doesn't just immediately put the blinders on and scream about AI stealing your lunch money! I'm bad at art and frankly I'm ok with that. I'm a programmer with a ton of hobbies and I'm ok with not having this skill (or being musical). If I could snap my finger and be a great artist and musician I would obviously do it, but I can't. One of my hobbies is games (video and board) and having the ability to use AI to generate music and art is a great thing for me. All the stuff I do is for me and a few friends, so I'm not making any money on this. Hiring an artist or musician to generate this content (and it is a LOT of content that would takes dozens of hours of a human's time) is not something I could ever afford to do. AI is not perfect but it makes the things in my head possible when they wouldn't be otherwise. Two styles I often use is photo-realistic and plastic-miniature, which is not something most artists would do anyway (I don't think). Even using AI, I've still spent well over a hundred hours tweaking prompts and manually editing the results to get closer to what I'm looking for. For what it's worth, I don't think AI will replace actual artists. It's too hard to get consistency. AI can be used to quickly generate "themes" or what not, to allow a game designer the ability to clearly express their vision, and then pass that off to artists to bring it to life. Same with music. But you'd need a human to keep everything consistent and put in the finer details and love. My biggest fear is that AI will lead to even more overcrowding of media. We already have more shows/movies/music/books/games than anyone can possibly consume in a lifetime. Indie devs pushing games to Steam mostly just get lost in the flood. AI will make this 1000 times worse, with AI garbage art/music/programmed content being slapped together on what can just barely be called a finished product and then shoved out the door by opportunists looking to make a quick buck. For what it's worth, I always thought the future of AI was to do the boring repetitive tasks and free up humans to pursue creative works, so this AI art/music/writing thing completely took me by surprise and I'm still kind of trying to wrap my head around it all. If AI is doing both the boring stuff and the creative stuff, what do we humans do with our time? 🙃

  • @the-stig-nickname
    @the-stig-nickname 10 днів тому

    I hit creative block when it was time to use Tilemaps as I dont want my game to look pixelart and made of blocks. I wanted to know how I can make it look modern... then I came across this channel. I prefer simple looking assets with great emphasis on foundations (color, shape, lighting, gesture,etc) details just make me loose readability. cant tell what i am looking it. AI wasnt useful. I prefer human touch.

  • @owennewburn
    @owennewburn 10 днів тому

    Thank you for using the correct graph to describe the Dunning-Kruger effect! It's equally funny and infuriating how many people very confidently explain it completely incorrectly with made-up graphs.

  • @TheSensei88
    @TheSensei88 11 днів тому

    Well, yes, AI is no more than a tool. A REALLY multimodal tool, but a tool nonetheless, you need to have skill in the area that you are using it for to guide it correctly. I use AI to aid me in programing, and it solves a lot of things, I've learned a lot thanks to it too, but if I did not know what I was doing I could not obtain anything coherent from it.

  • @JH-pe3ro
    @JH-pe3ro 11 днів тому

    There's a point that I think could be made in this video, or as the start of another video: Sometimes the technology is getting in the way of the art style. The games with bad UI are typically relying on a computer font for the text, on vector drawings for icons and buttons, and bitmap drawings for the art assets. These are three different processes: it's not that any of those processes are bad, it's that the nature of each one makes them distinctive. This also shows up when using CG effects like shaders, where it's easy to make an effect that feels artificial because it uses a different process. Each time you add another process you add one more thing to master. I've been making comic pages traditionally lately, and this has given me a lot of insight into why the results are so different there versus in digital. Digital art on its own often bears the same marks of inconsistency, where certain things are perfect, because the computer snapped it into place, and other things are not, because a human was at the wheel. If you zoom in on digital art you notice more errors, so you fix them, but then you zoom out again and realize that now you have to fix the rest of the image to match it. On the other hand, if you use traditional drafting tools to build compositions and make ruled panels and word balloons, you still make errors, but the errors are relatively consistent within the larger process.

    • @Nonsensical2D
      @Nonsensical2D 11 днів тому

      This is really insightful and I agree in your assessment! It's definitely something that could be discussed more in a video.

  • @user-sl6gn1ss8p
    @user-sl6gn1ss8p 11 днів тому

    There's this relatively older technique which is style transfer. A few years ago it was getting to the point where you could shade a ball and it would adjust a scene to the style in real time. I feel like all the full-on generative stuff kind took the whole spotlight, but style transfer is something much more interesting in my opinion.

  • @JH-pe3ro
    @JH-pe3ro 11 днів тому

    A criticism of text prompts as an interface comes to mind, which is that it makes visual art(which is driven by our senses) into a social construction(language). We do this naturally in the process of drawing, to break things down and simplify them, but that process puts the artist "in the driver's seat" as this video aptly describes - making new language from the combination of the symbolic understanding and our senses. Prompting omits this basic connection. I believe interfaces that act to extend or stylize sketched drawings fare a little bit better, while still losing the information communicated when the artist is doing the rendering.

  • @lionritchie8201
    @lionritchie8201 11 днів тому

    Is there a course that you recommend (or is well known in the art world) that will teach you the fundamentals of good art design?

    • @Nonsensical2D
      @Nonsensical2D 11 днів тому

      its a bit tricky. I talk a bit about it in a video of mine called how to learn game art, there are some courses like Drawabox, but I personally think just practicing and analysing gets you really far, especially if you want to do it for game art, and not general art. There are a lot of skills that are significantly more important for game art than they are for traditional art, so I think practicing normal fundamentals while helpful might not be optimal (and probably less fun).

  • @ruthmiller6051
    @ruthmiller6051 11 днів тому

    thank you for this video! i’m slowly working on a game and doing some hand drawn art since that’s what i’m used to. i keep thinking that pixel art must be faster and maybe i should switch- but of course it’s another style with its own challenges and time issues. this was reassuring to watch.

  • @vcdgamer
    @vcdgamer 11 днів тому

    The only time I find AI art anything close to useful, is just for a moodboard or first draft concept art. Like for instance, maybe I meed a monster. I prompt midjourney to give me an image of a monster. Then draw my own version of that monster with better proportions and details that are easier to read, then animate it. On one hand, it can potentially get rid of the creative block at times. On the other hand, I tend to get my ideas easily without having to spend hours on any of those tools.😅

  • @suicune2001
    @suicune2001 11 днів тому

    I never plan on using AI since it can't give me the unique things I want. I tried getting AI once to make a picture of a brontosaurus with gorilla arms and a giant eyeball for a head and....yeah....it gave me a vague dinosaur with like 3 1/2 eyes, etc. It was not at all what I wanted. So, if you want unique assets then humans still need to be involved. I've heard people say it's good for programming so I tried to get it to make a spawn script on a timer and it screwed up a mere 4 lines of code. I still had to figure out the solution myself even though it did put me on the right path and I eventually got what I wanted. But that's leagues away from, "AI will make entire MMO's in minutes" claims.

  • @jackfrost884
    @jackfrost884 11 днів тому

    I think traing and prompting ai will be its own skillset

  • @futurestoryteller
    @futurestoryteller 11 днів тому

    This is actually the exact reason I've given from the beginning for why AI can't make art, in any literal sense, because an artist has discretion and a neural network doesn't understand the meaning of the word. It can spit out seemingly infinite variation on the definitions that it's culled from the internet, but it doesn't actually _understand_ it. It's like if NASA trained a computer model on information from every space mission. It would be able to dispense fixes for common problems, or fix bigger problems that NASA has probably already implemented solutions for, but it wouldn't be able to understand a truly unique problem, something outside its usual data set. It's not thinking like a human

  • @jonathanlochridge9462
    @jonathanlochridge9462 11 днів тому

    That trick of having the AI generate greyscale mostly except maybe if you are in the idea phase, then coloring in engine is pretty great. With the example you gave for AI art the worst part is probably the ground for the platform. But if you are going somewhat high res but without too much detail anyways. You could always just lay down some paint brushy gradients and use that. And then use the AI for anything that takes a lot of detail. the example you gave of simple hand-made art looks really charming though. And for the right game would look way better while being fairly easy to do. I completely agree it is pretty much unfeasible for the character stuff. Although cartoony character ontop of a more painterly or detailed background is a classic combo that works, so if I was going for AI on a game. (which I am not.) Doing something like that would be sensible. Overall, I feel like painting skills matter a lot more now that AI is a thing. Drawing also matters but basically only fundamentals like construction and not much more. Being able to block out rough colors/areas is valuable. Since in the context of a game, the assets themselves have to be used in context anyways. And having someone think about the role each asset plays is pretty important for making the assets work together

  • @jonathanlochridge9462
    @jonathanlochridge9462 11 днів тому

    I do agree that being coherent is valuable. Pixel art has a lot of sub-styles. But the most important thing is to have a set of consistent standards. For a beginner it also comes down to faster iteration in a similar way to working in a more impressionistic style or using a smaller canvas allows people to work faster in physical media. (Or alternatively larger brushes.) That means you can make more seperate assets in less time, so more quick iterative practice and faster improvement. But since it is viewed as less unique, Honestly going for a coherent "doodle style" Or a really simple, low detail, impressionistic painting style is probably even easier to pick up. If you do want to have something pretty detailed but still fast to reduce, then working with 8x8 or 16x16 grids or perhaps 8x24, 16x32 or maybe 16x48 for characters as a rough guide allows you to make assets and characters pretty quick. Because then your larger landscape elements fit in like 48x48 or maybe 100x100 pixel or less. Which means less room for detail. So you have to make more intentional choices about what detail to have. But I do agree with you when it comes to platformers in particular, unless you are already good at pixel art, It's sort of a bad fit. Since it's oversaturated, and 2d platformers are a hard genre. But 3d with pixelized textures, Or like a "super paper mario" like look but pixelated. Where you take 2d assets in a 3d world, can look really amazing and not too many people do it. I love pixel art and also love impressionism. I find pixel art easier to get started with for animating than a lot of other forms, But for assets and landscapes. Starting with landscape paintings then moving to making environment assets, then maybe characters is probably a better progression for learning. Portraits are really hard. Landscapes have a lot of depth you can learn, But most random people can make decent landscapes pretty quickly even with no prior art training. Classic example is Bob Ross. But more generally you can just get a photo reference, or go outside and do watercolor paintings from life and very quickly make art that looks pretty good. And for a new game artist, trying to get "pretty good" + cohesive. Or even just cohesive in a unique way. Is the goal. When it comes to animation, Honestly 3d animation is easier than 2d. Unless your characters are basically stickmen or similar. My brother has actually been learning 2d animation with stickmen. works pretty well. Literal stickmen ontop of impressionist paintings honeslty would probably make a pretty good game artstyle.

  • @AllisterVinris
    @AllisterVinris 12 днів тому

    Very interesting video, it kinda put into clear words a feeling I had for a while with AI generated content. As an artist myself, I'm fairly interested in the matter, mostly from a distance, but still, interested. If I were to make a video game, which may or may not happen someday, I feel like using AI to generate bases for some assets or some variations of existing design then repainting on top of it, to clean it, add that "intent" and such, might be a decent option, especially if tackling a project like a video game on my own. Not sure I will, but, good to know it's possible and doesn't look too bad.

  • @noelbedard8252
    @noelbedard8252 12 днів тому

    it's also worth noting that in their current state, generative models like "AI" image generators and LLMs are hugely inefficient, with every single prompt generating a disproportionate amount of carbon emissions compared to any other programming tool. it's an engorged version of your phone's text autocomplete suggestions, and unless you're curating a specific model from the ground up yourself, it's fed off of the labor of other artists without their consent or compensation. generative models definitely have uses, they're a powerful piece of software and have many practical applications , but they require stringent human moderation, are overhyped for what they are actually able to provide, have an incredibly destructive environmental effect when used at this scale, and honestly shouldn't really be called "artificial intelligence" in the first place. they're an early form of an imperfect, but potentially useful, set of tools that is currently being used excessively and poorly.

  • @IraKane
    @IraKane 12 днів тому

    I agree that AI is inevitably here to stay. The worst part of AI for arts (graphical, musical, written or any creative art) right now is how it is trained by stealing the work of other artists without consent and giving no compensation for their work. All that said, AI is a tool and if they correct the legal and moral part of training it with other artists art, it can became a very usefull tool. I totally agree on that I prefer art created by humans with intention and meaning and I am also totally bias because I enjoy drawing. It is the process of creating art what is the most important, more even than the result itself. I also sadly agree on creative skillful artists will have to adapt to this new AI world. But at the same time, I think, and hope it will be a growing number of people that not only prefer but only want human created art. And I tottally agree AI is not a golden ticket on any field. If it is not guided by an skillful person that understands the specific task at hand it become mostly useless.Thanks for the video.

    • @Nonsensical2D
      @Nonsensical2D 12 днів тому

      Ye, I actually somewhat speculate that artists that create paintings (like oil, acrylics, watercolour) might be somewhat unaffected for quite some time. At least when I've sold personally, 500+€ are sums where the person buying often want your signature and your craft to show through, otherwise they would have bought a poster. (though that side of art has always felt like a tricky to make a living).

  • @awyeagames
    @awyeagames 12 днів тому

    The more we look into it, the more we realize AI isn't really intelligent at all. Calling it "AI" is a marketing ploy and a misrepresentation of what it really is.

    • @Nonsensical2D
      @Nonsensical2D 12 днів тому

      Ye, for sure, I think I make a point to use the term generative AI (or LLM). I think at this point when discussing intelligent AI we just have to default to using the term AGI. It's kind of similar to the euphemism treadmill, but a kind of 'marketing treadmill'. Which is why you also see some people like Linus (LTT) use the term ANI (artificial narrow intelligence) to refer to OpenAI-stuff. It is what it is, but I agree.

    • @awyeagames
      @awyeagames 12 днів тому

      @@Nonsensical2D yeah. Personally, I like to use the term "garbage" lol. Your attitude is more sensible and makes your point come across very well.

  • @renji-hjk
    @renji-hjk 12 днів тому

    7:01 what game is this?

  • @nemo9396
    @nemo9396 12 днів тому

    I like that you did not shoot AI down like most other artists do. Personally I use AI to help get ideas out of my head, as a starting point.

  • @SleepusVoidus
    @SleepusVoidus 12 днів тому

    It's refreshing to see an artist have a realistic take on AI art without instantly dismissing and moralizing it. Overall, I agree with your main takeaway, although you might have been a bit limited by only using Dall-E. The process of simply generating an image using only the prompt and copy-pasting it into the game is deeply flawed, due to stylistic inconsistencies (that are going to be instantly noticed by the player, especially if it's a foreground sprite). Perhaps a more controlled approach could work, by using a local Stable Diffusion model and processing a rough handmade sketch through a pipeline i.e. sketch -> ControlNet/img-to-img -> inpainting-> background removal -> manual editing. I also think that using a specific model or model finetuning (e.g. Lora) to achieve a specific style might help in providing consistency. Maybe using AI art not to create base art, but variations of existing sprites could also be a better use case. For example, different customization options for the character or types of vegetation for different biomes. Something I would really like is AI to be able to create different poses and compositions of input character sprites (for animations too), but from what I have seen and tested that does not seem to be possible currently. As it stands, AI image generation is a tool that is greatly overrated by some people and underappreciated by others. But I don't think it is capable of surpassing us in the near future and completely replace us. And I sure as hell will not let AI take away my passion for gamedev and drawing, regardless of whether I make money with it or not. If it comes to that, I'd rather become an advocate for economic reform (such as introducing UBI), than to demonize and shun everyone who makes use of technological advancements.

  • @gamemakertim
    @gamemakertim 12 днів тому

    Great video. The problem is that when artstyles of assets don't match, the game doesn't look good. These algorithms are not precise by nature, at least not the ones there are right now. So it's super difficult to let it create a cohesive set of assets. It's not a matter of "just train it longer on more data", it is just not in the nature of how these algorithms work.

  • @thewonderingvagabond
    @thewonderingvagabond 12 днів тому

    The video really hits the nail on the head - I've been trying to work with AI to see how it can help me with my game art and have found it pretty useless so far, which definitely makes me feel more secure as an artist. The only real use for AI I've found so far is to create targeted reference images for my hand-drawn art. But I also agree that, while as AI develops it will be able to produce better art, there will always be a place for people who understand art techniques and have an eye for these things, or as you call it, taste. I've always thought that certain people are natural artists because they're able to see things in a way others cannot, and (we can hope at least that) AI is not capable of this. Or perhaps so far AI has mostly been trained by non-artists who also don't have that kind of eye?

  • @fabiodastolfo1207
    @fabiodastolfo1207 12 днів тому

    I disagree with the central point of your thesis, which is also speculative in nature. You dont really know that people who cant draw dont have an eye for a creative process. To make an example; I cant sew anything, but i know how to dress nicely and properly. Same apply for the overwhelming majority of people who know how to dress. i'm extensively using AI and i can see when something is not working and doesnt fit the style of previously generated assets, despite the fact that i cannot draw. It seems to me that you missed the inconsistency of the point you were trying to make: you said that when people look at AI generated collage they can see it's not deliberate therefore less aesthetically pleasing. But who are this people? are they all artists? obviously not, everybody can discern good art from bad one, although it definately takes experience to discern from very good one to just good. The example you pointed out are just bad use of AI, mostly because it's an incredibly frustrating endevour, sometimes the AI dont listen to even basic instruction after 500 different iteration of the same thing, and so they might resort to give up and try the least bad attempt and mesh it together with the rest, but that's just the same as any other aspect that revolves around the creative process. Many art critics couldnt do anything even remotely close to what they criticize, yet they have the eye to discern if it's good or not, if your point was valid that wouldnt happen. I'v seen insanely good AI projects; there was a test done times ago where asked people to discern from AI images and real, and nobody could. there was a painting competition few months ago where an AI generated work won over "real" artist. Personally AI is the only tool that i can use to generate art, because i suck at drawing despite having good taste, and as much as you improve with your hands i can improve with my eyes trough AI generations.

    • @Nonsensical2D
      @Nonsensical2D 12 днів тому

      I think understanding styles and inconsistencies in your art is one of the central and most important aspects of creating decent game art, often when I see people say that they can't draw, their problem isn't necessarily that things are drawn "poorly" but that they lack an understanding of what they are doing. As I said, a beginner artist can probably use AI quite well, but you need to have developed some artistic intuition. I even make this point in the video, you mentioned "fashion" I mentioned director and interior designer, all are artistic skills that aren't as reliant on the craft, but they are still reliant on 'style' and 'meaning' which are equally if not more important aspects of art. I think most people have the insight to see that they don't like something, but that is a quite different skill from understanding what it is that they don't like about it. I'm basically just saying you need to develop the skill to recognise specifically what is 'wrong' with your art, which is a central skill to being an artist.

  • @LANMEE2
    @LANMEE2 12 днів тому

    Cool video, I am scared of AI as hell. I don't think that a non artist can produce cohesive scenes efficiently enough. But with enough research I do believe that artists can actually use AI as a tool efficiently. Combination of drawing for AI to well define the artstyle with more experienced prompting I do believe that it is possible, and that is exactly what scares me most. Artists would eventually become pressured by the time requirements and will start using AI, and that could start the downfall for all of us. I am really hoping that AI usage is somehow legally managed, but I am afraid that train has left the station long time ago.

    • @Nonsensical2D
      @Nonsensical2D 12 днів тому

      Ye, I wholeheartedly agree. I do like the fact that it seems as if AI can't own a copyright though.

  • @guitarbuddha74
    @guitarbuddha74 12 днів тому

    Do you feel like creating the assets in grayscale then doing your own thing with them would save much time ? I don't really like AI art in general and the moral implications but I have thought about using it as base art if it could speed up my game art creation some.

    • @Nonsensical2D
      @Nonsensical2D 12 днів тому

      I'm honestly not sure, but probably. At least for assets that would take a lot of time to make. Cause you generally have some assets that take 3 hours to make and reducing time on those assets can be a huge time saver. For other assets like tiles, I personally feel like AI is quite useless, the prompting becomes annoying and it takes me 20 minutes to make it exactly how I want it anyway

  • @thismakesnosense
    @thismakesnosense 12 днів тому

    I appreciate the use of the correct Dunning-Kruger Graph

    • @Nonsensical2D
      @Nonsensical2D 12 днів тому

      Haha, I considered using the "other" one, the incorrect one, because it is slightly better at illustrating the effect, but I knew there would be people out there (like me) that would be annoyed by that graph.

  • @hotworlds
    @hotworlds 12 днів тому

    What I don't get is why people think AI art is any better or different than using pre-made assets. Except with assets it's clear legally, they look better, and you don't get throttled looking for more. You have to pay for the good stuff, it's never quite exactly what you want, hard to get matching art styles, it looks derivative, and everyone can tell. If you can get it to give you grass tiles that means they trained it on tons of grass tiles off the internet somewhere. You can probably just find those grass tiles and they'll be better. If the AI was trained ethically they'll be free or cheap to use. If they used copyrighted material without permission, you could just do that too if you don't care about the ethics of it. If you're using it as a starting point for concepts and doing the final piece yourself that's what actual references are for. And they're better because anatomy and perspective are correct. Every time I've tried to use it for anything it was just a big waste of time and I find that I work better and faster doing things the way I've been doing for years. I don't see any way it could improve enough to make it faster for me to make something I'm actually satisfied with unless it can literally read my mind. I think the hype around it is leading new artists to discover the use of references which in itself speeds things up and makes your art better than doing it from scratch from your head. Then they think the AI is saving them time when they could just have looked at some stuff on pinterest for free. (although now pinterest is filling up with AI garbage but hey at least you don't have to pay for midjourney)

    • @Nonsensical2D
      @Nonsensical2D 12 днів тому

      Ye, I kind of agree. And I also kind of feel the same. there are a considerable amount of assets where the use of AI is just a waste of time. But I think there are those assets out there that take 10-20 hours to make, where I think artists might get forced to use AI for the sake of efficiency, either because their company forces them to, or their livelihood does (if they are self-employed). I don't think this is happening quite yet, but it feels like it is starting to.

  • @2apples4u97
    @2apples4u97 12 днів тому

    I think another problem with AI is that it gets really repetetive with its results even when you adjust prompts. Anyone can tell when its AI by just looking at it and seeing that they saw this very same style somewhere else. And the game (or anything else really) becomes less interesting in my eyes when I know there's no story behind the art, no real struggle to deliver your artistic view.Maybe they will develop new AI and results become much more diverse. We will see

  • @davidbreier84
    @davidbreier84 12 днів тому

    I have to disagree with your point, especially your point about the Dunning-Kruger effect. I don't have to be a musician to tell good/harmonious music from bad or music produced by an amateur or beginner. Same with art. I am no art critic, yet I can distinguish a 5 year olds drawing from that of a professional painter. Of course there may be an expert level where only experts and artists themselves can appreciate certain techniques or flourishes to the art. But that's not the main demographic of ... well, anything. I think A.I. art won't take over, it's not smart enough. However it will equalize and liberate people. Sure, bespoke and custom art will always be better and allow you to realise your vision with pinpoint accuracy - for a price. On the other hand even hobbyists will be able to create something with A.I., though the trade-off might be that it won't be as pretty and cohesive as with bespoke art.

    • @Nonsensical2D
      @Nonsensical2D 12 днів тому

      I think the problem arises not when you have to distinguish a 5 year olds drawing, but being able to distinguish something good from something less good, or something good but which contains something that is "off". and also knowing how to handle it. Suppose you have something that looks nice, how do you know how much nicer u need to make it until it is 'just right', how do you know when to make something less nice in order to increase cohesion. This is a problem that might exist less if you use AI art to create an individual art piece, but when you are making a game you have a whole host of issues that you have to deal with, because you don't have one art piece, you have 500 assets that all need to go together

    • @calicow
      @calicow 12 днів тому

      Your argument ignores a lot of nuance in what we see as the end user versus what went into creating that complete picture. Humans are very good at interpreting whether or not something is "off," but without training, we don't have the language to describe what's "off" about it. I think that was the point of the video. Like Nonsensical2D's comment mentioned, you're not feeding high level information into an AI. At this point in the development of generative tools, you're having to describe, in detail, how you need something tweaked to get a good end result. If you're using generative AI for your game, you're essentially occupying the role of Art Director on your project, a role that requires decades of professional experience to communicate with the nuance required to achieve a good final result.

    • @davidbreier84
      @davidbreier84 12 днів тому

      @@calicow And that's where I disagree. I don't need decades of experience to see if something looks bad/off and yes, not everybody will be able to create coherent and good looking art, even with support from a.i. or other tools. However there is a wide margin, even between professionals. I would guess A.I. will, in the coming years, replace low skilled up to medium skilled professionals while simultaneously liberating the market and opening it up for a lot of semi-professional developers using the technology to create something. This is similar to what self-publishing and ebooks did for the book market. Is there a lot of sub-par low quality stuff? Sure. But on the other hand there are also AAA games and traditionally published books I wouldn't play/read if there was nothing else to do. This is just another tool in the belt. I, for one, am no musician. So if I can just pump out a passable tune with the help of a.i. then that is more than I could accomplish myself and if it's something for a small scene, that might be all I need.

  • @Gatitasecsii
    @Gatitasecsii 12 днів тому

    Damn I guess it's over for this channel huh. AI is just bad, there's nothing good about it.

    • @Nonsensical2D
      @Nonsensical2D 12 днів тому

      I mean I think we can maintain our beliefs and our values while still being honest about what is happening. I don't intend to do AI art, I don't really like it. but I still feel like it is worthwhile to assess and evaluate it.

  • @kieselzusammen
    @kieselzusammen 12 днів тому

    I've been telling people who say 'AI art is crap' that it's not about AI, it's about the knowledge and attention to detail of the person behind the AI. If you think the images look bad, it's often because the person doesn't know why it's bad or how to fix it, rather than because AI can't be used to make decent looking images. But my voice lacks weight because I myself don't know art very well. Glad to see your take is rather close to mine. Anyway, even if you lack the skill to draw over the bad stuff from the AI yourself, you can still draw over it badly and then make the AI use it as a reference to fix what you drew. I'm not sure if Dall-E can do this, but Stable Diffusion can.

  • @manuelmadriz1969
    @manuelmadriz1969 12 днів тому

    wait for yhe improve of the ia or draw it your self, is more satisfaying

  • @FatDino
    @FatDino 12 днів тому

    I just hate it when I'm trying to do a search for some real life references and all im getting from google nowadays is some AI generated garbage

    • @Nonsensical2D
      @Nonsensical2D 12 днів тому

      I've been feeling like google is terrible at references for quite some time. I mostly do nature assets and stuff so I tend to go to botanical gardens and similar and just take my own references.

  • @MatrixQ
    @MatrixQ 12 днів тому

    AI images look really impressive until you've made your first asset by yourself. No matter how crummy it might look, it'll be and feel 100 times better.

  • @d00mnoodle24
    @d00mnoodle24 12 днів тому

    I used to think AI art is also art but i've done a 180 on that take. Art is deliberate, there's thought and meaning behind every minute detail. There's no art without an artist and AI is not an artist, it's just that, an algorithm. I hope that AI doesn't improve further that CEO's of AAA studios lay of their artists in favor of AI to chase more profit. It would suck ass

    • @kieselzusammen
      @kieselzusammen 12 днів тому

      I think the question whether 'AI art is art' doesn't make much sense. As you said, art is deliberate. AI is a tool, and if you play with it enough, you'll know that lazily prompting doesn't give you the visualisation of the idea you want to portray. The art-iness comes from the person, and when people say the images look bad, it comes from the person being bad at it. Asking whether 'AI art is art' is like asking whether ink being splashed on a wall is art. It might or might not be. If you just bump into something and spill the ink, that's probably not art. Trying to define that all AI generated images either is or isn't art is misleading. And regarding CEOs laying off artists, I don't think it's about the improvement of AI. That's the vision (or near-sightedness) of the CEOs. Generative AI is a very powerful tool for human creators, and it should be improved to the fullest of its potential, while still be ethical.

    • @futurestoryteller
      @futurestoryteller 11 днів тому

      @@kieselzusammen This is a quote from a sculptor I saw in a video once "It can feel a lot like magic, because when I move my hand, I place my chisel and when I swing the mallet I know exactly how the stone is going to break. It doesn't make any sense, but I do. I visualize it, and then it comes true." AI algorithms, among other things, are dependent on data sets. They're not made out of anything as part of some natural process, that follows natural rules. They're not stone, they're not even ink. Tools are instruments wielded with precision, used for craftsmanship. Imagine you had an algorithm that could remix cooking recipes. To me calling the conveyor belt of data that remixes art "tools" is like calling the recipe remixer "ingredients." As for CEOs "ethics" is not in their job description.

    • @kieselzusammen
      @kieselzusammen 11 днів тому

      @@futurestoryteller Tools are anything that make your work easier, including automation. AI can also make precise images, even without you drawing over parts of them yourself, but you have to be very precise on how to prompt and use other extensions to do it. So it's just not that good a tool yet, but if we don't count this a tool, then editing photos with some Photoshop tools like Content-Aware Fill doesn't count either. The remixing of data is also kind of inaccurate. Many AI models work by denoising randomised pixels until it fits the patterns it has learned, but it's not exactly just mishmashing the original works. If we think about how we know what the correct highlighting and shadowing should look, we don't work that much differently. We saw a lot of patterns of how light and shadow should look, and we put it into image in the way that should make sense in the context of the thing we want to portray. The difference is AI doesn't understand context. It doesn't know what makes sense, but it isn't necessary for it to do. Being a tool means it's already okay if we let all the context-related considerations be the user's responsibility. Actually, that's how things should be. You shouldn't go 'look ma, no hands' when you try to create something. The main reason I disagree with the notion that it just remixes art is how it's impossible to store the amount of training data those models use within the size that they really are of. You can't combine two things together if you can't access both things. Those AI models can't reproduce the original works they are trained from. (Technically, they can, but only when they are 'overtrained' which means something is just too prioritised that they ignore other training data, so the vast amount of original works still couldn't be reproduced.) Everything is just reduced to parameters and equations representing what it has been trained on.

    • @futurestoryteller
      @futurestoryteller 11 днів тому

      @@kieselzusammen A person who does all my work for me would make my job incredibly easy. If I've done that, am I the real artist, and the person the tool? Saying we simply recognize patterns and copy them is a reductive take on human consciousness, if not the skills necessary to make art. Computer graphics software can simulate shadows and reflections better than humans, the only reason we don't pretend they "understand" the data we've plugged into them is because they're not marketed under the pretense of simulating actual neural networks. They are not at the user's discretion, as demonstrated by this video, the fact that it will never actually understand what you want, while it relies exclusively on what you tell it (as well as what data it's collected) means you are always at its mercy, not the other way around. Those parameters and equations are the data it's remixing. That reduction of size is a red herring. I'm still pretty sure you're taking something that's a more complex version of something completely normal for computers, and because of the complexity with which it operates, kneejerk ascribing virtually anthropomorphic properties to it. Image and video files are compressed all the time. But because this time it's complicated enough to _appear_ abstract we're just accepting the facsimile as "authentic" to something other than normal compression. A good example of AI proving this concept in practice is "deblur" and "depixelate" AIs. If you have blank film frame a normal compression algorithm notes a pattern and reduces the number of pixels it deems significant to reconstruct the overall image, right? AI is doing that, but for more complex patterns of pixels. The fact is it's just doing what computers have always done in a fancier way. It doesn't see or understand the outputs. It's still just made up of numbers. It's not an art generator, it's an art calculator.

    • @kieselzusammen
      @kieselzusammen 11 днів тому

      @@futurestoryteller My point wasn't 'people also copy patterns,' but 'AI doesn't just copy patterns.' It is clear you think AI does that, so when I compared it to people, you thought I meant people just do that, which is the opposite of my point. > They are not at the user's discretion, as demonstrated by this video, the fact that it will never actually understand what you want, while it relies exclusively on what you tell it (as well as what data it's collected) means you are always at its mercy, not the other way around. I'm not sure how you think AI as a tool is supposed to work. Should it be self-sufficient? Then it wouldn't be a tool anymore. Other tools 'rely exclusively' on our control as well. Currently the most common way to control the AI is just through language, but it isn't the only way you could do it either. The example of the tree in the video might be able to be done if you can use some extensions like inpainting. > A good example of AI proving this concept in practice is "deblur" and "depixelate" AIs. If you have blank film frame a normal compression algorithm notes a pattern and reduces the number of pixels it deems significant to reconstruct the overall image, right? AI is doing that, but for more complex patterns of pixels. Except that isn't how it works, and I doubt if they do that, we'll get the same results. First, suppose we want to reduce the size of the original works, we can do it lossy or lossless way (meaning if we lose any quality in the data we store.) Lossless is out of the picture. We don't have an algorithm that could reduce the size that much yet. So if that's how we want to do it, we'd have to store the images as the lossy ones. And the problem with reconstructing the lossy images into crisp-looking ones is how, as we know, machines are dumb. If we just let it guess how a blurry image should originally look, there's almost no way they can get it right, especially with details like human face. It needs to know how high resolution images look so it can remake the low-res ones somewhat convincingly. Now the problem is recreating itself, because if it only stores reduced quality images, there's nothing for it to compare with so it could reconstruct how the image should originally look. I'm not under the impression that it's sophisticate enough I anthropomorphise it and say it does things like humans do, but your speculation on how it works couldn't be correct due to inherent technical limitations. And if we get abstract enough to say that even if it finds out patterns and store mathematical parameters, it technically is just compression, then this is so broad that any kind of learning, even human learning, could also fall into this category. Because we still have to store what we learn physically. Researchers can even reproduce images from our memories, even though in very specific conditions and with poor clarity, so we also 'compress and store' what we learn. Again, the point isn't 'it works like humans' or 'humans just remix from memories too.' The point is 'what it does isn't just remixing what it stores,' because that doesn't work. > It's not an art generator, it's an art calculator. I completely agree with this.

  • @pinkmuffin9842
    @pinkmuffin9842 12 днів тому

    As a teacher, I have run into similar problems with ChatGPT. ChatGPT is a great tool, but it has a distinct writing style that is quite easy to spot. Sometimes it fails to understand the inputs. If you are a good writer and know what you are looking for, you can save a lot of time with it, but if you are bad at writing, you can only go so far.

  • @greguar86
    @greguar86 12 днів тому

    its similar to when someone just takes a photo and traces it or comor picks. without art skills it looks really bad. same thing with rotoscoped animation without knowledge of 12 principles of animation - it always look bad. same thing with just copying code from stackoverflow/ chat gpt. you need to know what you are doing even if ure just supervising it