The topic of generative AI has come up a few times so I think it's worth addressing. As with any tech company, we try to be at the forefront of technology as it comes. Everyone in tech is encouraged to use tools to boost their efficiency where possible, whether it's through software or technique. When it comes to illustration, we also use every tool available to us, from reference image libraries, new software features, and yes, the newfangled generative AI.
But the goal is that none of this is ever visible to the player, whether its the latest Photoshop plugins, 3D Blender bases, or AI. They are just part of the process to speed illustrators up. This speed is the best way to meet player expectations of a varied game with lots of visual content and variety.
Furthermore I can say with certainty that many of the illustrations shown have not actually had AI used at any point in the process, and neither are all the elements highlighted as AI actually AI. To be blunt, so far the community's detection of AI has been quite inaccurate. Most things that are suspected as AI are certainly not, and some things which indeed have an AI base are not picked up on by the community at all. This heightened alertedness to AI is understandable though, with the times we are going through.
With the illustrations that we intend to show small on the UI (e.g. every image shown so far in Tinto Talks), there are inevitable shortcuts taken on inconsequential details that won't be discerned at a small size, due to time restrictions. These shortcuts will be taken whether we have AI available to use or not, as they are not visible at the size they are shown ingame. And then we have another category, that is simple mistakes made by the artists, and me as their lead.
Critically, none of the images shown in Tinto Talks have been designed to be zoomed in on and have tiny details circled. Those details and mistakes would never actually be visible in the end product when they are scaled to proper size, about 25% screen width, and actual player experience ingame is our paramount driving force behind the art we make.
We share with you the images from the game (which, like the rest of the game, are in various stages of development) which our artists feel most match the theme of the talk. We don't choose only those that we hold up as final top quality fullscreen marketing material, because that's not what Tinto Talks is about and it never will be.
That said, we have taken your feedback onboard and we will work a little more to make all images meet your expectations. Because that kind of dialogue is what Tinto Talks is about.