this post was submitted on 28 Nov 2025
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A Valve artist has defended AI disclosures on storefronts like Steam, saying they only scare those with "low effort" products.

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[–] Aceticon@lemmy.dbzer0.com 6 points 2 weeks ago* (last edited 2 weeks ago) (29 children)

I'm a one man team making a game.

It's a management game and indirectly you control characters, which you don't see as in-game models because instead you control the ships they're in or you order them to work in specific positions in the space station.

I would like to actually have distinct recognizable characters with their own voices so that players can identify with them, like them and not want to lose them.

So I would like to have character cards with portraits and as much as possible unique character voices, and given that the game's visuals are toward the realistic side, the portraits would be in a realistic style.

This means around 100+ realistic portraits and distinct voices.

As a one man team I can't actually do this without AI - not enough funds for hiring 100 voice actors, not enough skill to do that kind of design or funds to hire somebody who will do 100 realistic distinct portraits.

So either I seriously trim down that feature (say, their speech is text only, and they have no portraits at all) or I use AI image generation and voice generation.

It's simply not possible to do certain features at a certain level if you're a small indie - unlike a big games company, I neither have the skill to do it myself (or in the case of the multiple voices, physically can't), the employees to do it for me or the funds to pay for freelancers to do it, given how much work that involves.

I'll probably try multiple options and see which works best. Maybe I'll use AI for it, maybe I'll cut down that feature to the point that all you have is an name and written text (essentially making the whole idea of players liking some characters nonviable), maybe I'll find some middle way that avoids AI.

That said, I support disclosing that AI was used in making the game, ideally if it lets me list where an how it was used.

As a customer, I feel I should be able to make an informed decision when buying something, so it's only fair that the same applies to my potential customers. As I see it, it should be up to gamers to decide if and how much they care about AI having been used in making a game.

[–] agent_nycto@lemmy.world 28 points 2 weeks ago (2 children)

You can't? It's impossible? I can think of three ways, off the dome, you could do this without AI.

1- stock photo images and vocaloid voices, using an audio overlay so it sounds like it's just a weird interference.

2- literally use friends, family, and their friends and family for the project. Random people from the Internet who would have fun with it. Anyone who needs to pad their portfolio for acting, headshots, and voicework. Network your solution.

3- do a patrion or go fund me or whatever and one of the tiers, or the lowest tier, is that you get to be in the game.

Hell, for bonus ideas that are things you thought of already, just draw em and do so the voices and it'll be crappy but that's fun, actually bite the bullet and pay people, or like you said, do without.

Using AI is giving up. All those games where part of the appeal was the effort they put into it would be nothingburgers if they used AI. Cuphead took off because it was all hand animated, and if they used regular computer animation people wouldn't have cared half as much, and now it's got it's own cartoon and people are still buying merch for it.

So yeah, if you wanna cut corners and use AI, go right ahead, but people will know you decided to waste a huge amount of energy and water to make a lower end product.

Or... you could always figure something else out and let people see the effort you put into this project you care about, and let that effort be part of the selling point. We want games people put effort into, so please don't water down your grand idea with slop.

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