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AI assisted portrait generation
I set out to see how I could use Midjourney to generate a portrait image for the bearded weirdo.
An experimental freeware 2.5D adventure game featuring AI-assisted graphics.
Each episode within the series offers 1-4 hours of classic point-and-click gameplay, featuring a self-contained story.
What is this about?
I set out to see how I could use Midjourney to generate a portrait image for the bearded weirdo.
Updates
This week’s update will be about writing the story for the first episode.
Naturally the project also needed an AI generated animated logo! I used Midjourney to create the logo and After Effects to add in the text and handle the animation.
I took an upcoming AI powered fluid simulation tool for a test dive to see if it would allow me to add realistic, interactive smoke to the game.
For the in-game overworld map I decided to create a maglev station. This would be a nice and simple location to create some nice animations in!
This week, I decided to continue along the lines of the flickering screens. But this time I would tackle complex neon sign / light animations.
The walk animations for the characters have been pretty wonky for long enough! It was finally time to address the issues – or try to.
Maybe instead of matching the ambient lighting and adding multiple spotlights, there was a way to turn the actual AI generated image into lighting probe data. That would make the realtime 3D meshes match the environments absolutely perfectly!
I have never created a Steam page for a game before. I have made some art assets for one, but I never did the actual setup. Now it was time to learn.
I got a comment at work about the characters not matching perfectly with the slightly blurry backgrounds. I thought if some depth of field was at all possible as the backgrounds are not really 3D and might have some blur baked in.
For scenes that have fluffy grass, I felt that the grass could be extra fluffy. Some sort of “fur” setup. It was not that easy.
News
In the media
The project convincingly shows how an individual artist with limited resources can use these controversial, questionably ethical tools to punch above their weight when developing a game.
A massive 2-part breakdown, describing the pipeline behind the project, discussing the process of creating characters and environments using artificial intelligence.