bueschertruetone

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

  • he/they

hi I'm Ethan, I'm a chemist+musician and I yell at/into the void frequently

...I hate that twitter is what I am linking but it is the most public facing thing I have so 24truetonetenor there! most usernames I will make in the future will have something about Buescher and/or True Tone in them though because I'm uninventive with usernames and autistic about the history of musical instrument manufacturing.

Cohost has been very fun though yay


kylelabriola
@kylelabriola

EDIT: As I sometimes do, I'm locking this post now that it went bigger than I intended

I'm so tired.

I was excitedly going to spotlight this game, Mech Builder, on @indiegamesofcohost tomorrow. Such an amazing idea, exactly the type of game I've wanted to come out, bought it and enjoyed the tutorial. Such a great idea for a solo-dev, taps into a really satisfying loop. And really clever, using 2D drawn assets instead of it needing to be a 3D game.

Of course, a few hours later, I realize that the dev used AI Art to make mech designs, then traced over them.

I was rooting for this game so hard. I wanted to be its biggest cheerleader. Day 1 of it being released and I had excitedly showed it to a bunch of people already, even before drafting the IGOC post. And now I feel like an idiot for not spotting it sooner.

What pisses me off the MOST though is this: Steam ALREADY ALLOWS AI Art games! All Valve asks is that you fill out a short form on your store page that divulges what you used AI for. This dev, as of writing, hasn't added that at all. He claims that only whiney haters care about AI use, and yet chickened out of being honest and upfront in the Steam store description.

If you're gonna use AI Art to make your art-centric game, at least have the guts and the dignity to be upfront about it and see how your sales do.


bruno
@bruno

Now I don't think it's necessarily fair criticism to attack someone for taking a small idea from someone else and expanding it out into a full thing but I just think it's funny that this game appears to be exactly an expanded version of one of the minigames from Last Call BBS but with AI art.


bruno
@bruno

It's also very funny, by which I mean intensely dishonest, that on the store page this person has a timelapse of himself doing the inking/tracing of the art but with the AI-generated reference hidden from view.


geometric
@geometric

very funny slowing down the process video. nobody draws like this, there is zero understanding of dimension or form, no construction, nothing. not even kim jung gi would do something like draw the outline of an object first (perfectly) and then fill in details.

and you can tell in the finished art! the details kind of gesture at something but are just kind of blobs, the linework is messy and blurry, the geometry is nonsensical.

i can't imagine being the kind of person who is actually into gundam and appreciates the finer points of how mechs are designed and being fed this slop


geometric
@geometric

also, it's interesting to note how in Last Call BBS, all the ball joints and connections and plastic bits are rendered as part of the models with matching lighting, material, and perspective, with visible interiors of pieces that will later be hidden when they fit together.

meanwhile the obviously AI generated game is like "uhhh I guess I cut apart this PNG and add circles???"


geometric
@geometric

I decided to dig into this dev's twitter to see if they have any other 2D artwork published, and no, of course not. Listen, you don't knock out a game with like eight billion 2D mech assets if you've never drawn a mech before much less picked up a damn pencil.

He does have one previous game, a 3D vampire survivors thing with mechs. All I had to do was search the Unity Asset Store for "mech" to find the asset packs he used for everything lol


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in reply to @kylelabriola's post:

i love that they thought to include a timelapse of them drawing the art in the game's description, almost as if to prove that it wasn't ai-generated -- despite the fact that the timelapse clearly just, shows them tracing something not visible

i’ve seen recs for this game and i never really vibed with it despite having the exact type of autism that would make me like it. idk if the ai art was the reason why. i think it’s mostly cos i didn’t think the mech designs felt very cool maybe? and also that mike inel made the one paimon figure one that looked really fun. idk

Oh, how especially frustrating! Hiring an experienced mech artist to inject a bunch of loving pastiche (or inspired designs, or even just an authentic vision of a hypothetical franchise) is exactly the ticket to selling the experience! It needs to feel curated and real or all you have is the mechanical assembly which… c’mon!

steam has voluntary disclosure for use of generated content and it's wild to me that this mfer has gone to such lengths to avoid it. fake-looking timelapse of tracing over the output and everything. if you're going to those lengths, if you know damn well that people aren't going to like that part of your process, you can damn well go to the trouble of finding an artist.

anyway, this also does kind of explain why most of the mech designs it had on deck were sort of boring lmfao

They've added the blurb now, so I'm at least somewhat satisfied with that. Makes me so annoyed that people wouldn't want to cooperate with that tiniest of compromises. Steam lets anyone make AI art games and all they ask is that you fill out that blurb. Ticks me off that people would still try to dance around that.

If people wanna buy those games, that's fine by me, but they should know what they're buying.

Apparently the story told on twitter and the one in the description don't match? The steam one very much paints a picture of "Oh no I was tricked by people who gave me AI art" But I'm not on twitter anymore so can't verify.

what frustrates the hell outta me with this is not just the cowardice from refusing to disclose the use of AI art, but the sheer laziness on display. Mech designs can literally be anything you want! Fei-Yen and Bal-Bas-Bow exist in the same universe with wildly different designs, and inspiration can be pulled from anything, from anime to construction sites to aircraft! and this AI tracing is just.... lazy.

Just looks like Last Call BBS's model builder... Like, okay, I played LCBBS and adored it and fell instantly in love with its model builder and my first thought was "wow that needs to be expanded into a full game", but some monkey's paw somewhere must've heard me because "copy the game design as is without iterating on it and by using AI art" is some ghoulish shit

I actually did a deep dive on this on Twitter, even the current disclosure is still a lie which is just so pathetic. Multiple images with AI artifacts, a lot of images that at the exact default Stable diffusion and Mid journey resolution of 1024x1024 at 96dpi, and a lot of other things. Even parts of the code seem AI generated, because while most of it are in Spanish, the few files that are in English are nonsensical and also not indexed by Google so it's not stolen code, such as the achievement code having variables for "coins collected" and "enemies killed"

in reply to @geometric's post:

Hrmmm, so obviously using a reference isn't terrible. Tracing, depending on the degree it's done, isn't THAT bad considering. It's that, like, there's so much mech stuff out there that has these sorts of poses they could have used instead. You could probably get away with it just by adding some extra lines and flourishes without too much extra work.

I suspect this a bit too but I keep biting my tongue because I feel like I'm already edging too close to "making slanderous accusations." The whole thing smells really fishy, based on the visuals. He's admitted to using AI in the design process but I'm suspicious that he stopped there.

in reply to @geometric's post:

in reply to @geometric's post:

Like, I get it, I'm also a game dev with a specialization in programming and design, not art. But 1 I wouldn't make an art centric game solo, that just sounds like asking for trouble*, and 2 if you're gonna use AI, be honest about it.

The worst part is that if he had been using the AI as an inspiration instead of tracing he'd probably actually be good enough after making so much of it to design his own mech art from scratch. By just tracing without thinking critically about the structure he likely hasn't learned as much about drawing.

  • just remembered I DID start an art centric game project I was really passionate about a few years ago and I abandoned it without making much progress because it took me a week to make my first base character art and I needed to make a bunch of variants before that was even really usable. So my point still stands, but I too am an idiot

I agree this has the telltale flavor of slop, but I have two big problems with this chain:

  • I have no classical art training at all, no understanding of form, etc. I'm self-taught like a lot of devs. I do draw by starting with an outline and filling it in! I don't think that's necessarily suspicious. (Again, this still looks like Slop. But my timelapses look similar)

  • Buying and using premade assets is just fine, that's what they're for.

I agree asset packs are fine and good. The telltale signs of AI art are all over the assets in this game and this attempt at showing process is an obvious lie, though, and nobody comes out of the gate being able to pump out this many assets having never posted a drawing before.