top of page

AI Art in Games: When the Loot Is Generated and the Drama Is Real


Let’s talk about the other side of AI in gaming, the part where developers looked at generative art tools and said,


“What if we sold this?”

And then the internet said,


“What if we noticed?”

Because oh boy… people noticed.


The Rise of AI Art in Games (AKA: “It’ll Be Fine, Probably”)


Game devs started using AI art for:

  • In-game posters, paintings, textures

  • Trading cards, cosmetics, loading screens

  • Store assets, splash art, promo images

  • Even paid DLC content


At first, it made sense. AI art was cheap, fast, and good enough at a glance. For indie teams especially, it felt like a cheat code to compete with studios that have art departments the size of small towns.


The problem?


“Good enough” does not survive a player base armed with Reddit, zoom tools, and unlimited free time.


How They Got Caught (Because AI Has Tells)


AI art has fingerprints. Always has.


Players started spotting things like:

  • Extra fingers doing side quests on their own

  • Weapons melting into hands like soft serve

  • Armor that made zero physical sense

  • Text that looked like it was summoned from a Lovecraft novel

  • Backgrounds that violated several laws of geometry


Once people started looking, it was game over.


Dev responses ranged from:

  • “It’s just placeholder art” (spoiler: it wasn’t)

  • “Our artist used AI as inspiration” (sure, Jan)

  • Absolute radio silence while Steam reviews caught fire


Nothing says immersive fantasy like realizing the $15 cosmetic you bought was generated in 30 seconds by a prompt.


Selling AI Art: Legal? Yes. Smart? Debatable.


Here’s the uncomfortable truth:

Most of what these devs did was technically legal.


That doesn’t mean it landed well.


Players felt:

  • Misled

  • Overcharged

  • Like creativity was being replaced by shortcuts


And in a hobby built on passion, that perception hurts more than a broken launch build.

Games are emotional products. People don’t just buy pixels, they buy effort, vision, and craft. When players feel like they paid for something mass-generated and impersonal, the trust meter drops fast.


The Human Moral Question (This Is Where It Gets Uncomfy)


Here’s the real debate underneath all the Twitter yelling:


Are we okay with replacing human artists with algorithms?


From a human standpoint, the concern isn’t just about jobs, it’s about value.

  • Art is expression.

  • Art is intent.

  • Art is someone choosing why something looks the way it does.

AI doesn’t choose. It predicts.


When devs sell AI art as handcrafted content, the issue isn’t the tool, it’s the transparency. Players aren’t mad that AI exists. They’re mad they weren’t told, and that the result felt lazy instead of intentional.


Using AI to assist artists? Cool. Using AI to replace artists and pretend otherwise? That’s where the pitchforks come out.


Where This Leaves Game Developers


AI art isn’t going away. Let’s be real.


But the future looks more like:

  • AI as a drafting tool, not the final product

  • Clear disclosure when AI is used

  • Human polish, curation, and accountability

  • Less “sell it and pray” energy


Players don’t demand perfection. They demand honesty. Ironically, the biggest flaw with AI art in games hasn’t been the hands, the faces, or the backgrounds.


It’s been the human decision-making around it.


Final Thoughts (No, AI Didn’t Write This Part… Okay It Did)


AI can create images. It can’t create trust. That part is still on developers.


And in a gaming market that’s already skeptical, rushed, and allergic to corporate nonsense, the studios that survive will be the ones who use AI openly, ethically, and with actual human creativity still driving the wheel.


Because gamers will forgive bugs. They will not forgive feeling played.


Join the 1776 Gaming Community discord @ 1776gaming.com


Comments


bottom of page