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Comment by blargey

Many artworks (across mediums) have parts where the artist isn't directing their creative decision-making so much as reaching for the nearest stock asset / procgen tool, or googling "leather texture photoshop trick" instead of carefully studying the usage-appropriate types of leather and looking up authentic period nubuck references and hand-painting it to get it just right, etc. Some "art" assets really are utilitarian and fungible subunits in the context of the full artwork they're used in, just like the code one would LLM. And many games are sprawling works, with that much more room for such.

Going whole-hog on artistic intentionality for every little detail is just bikeshedding.

parent blargey 27 days ago

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