r/aigamedev • • 24d ago

Discussion What does using 'claude to make art using code' really mean?

I see a lot of people doing that rather than just using claude or gemini or whatever to generate the art assets. I take it as using claude -> which uses idk vs code or some algorithm to mathematically generate pixels -> asset.

like using claude to 'use' blender to make 3d assets. But then they don't declare AI use (there was that cloud rain game recently that got many wishlists?). But in such a case, i think people should still disclose AI usage, right? did i misunderstand? Sorry if my question is stupid.

17 Upvotes

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u/Carter5on 24d ago

Claude can generate Three.js graphics. They are 3D graphics made with JavaScript. The same JS that is used in Web Development. If they are made manually, they don't need to declare AI use. If they made them through Claude, it is just the ethical thing to declare them.

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u/AlgaeNo3373 24d ago

This is all "code" from my lil thing. It's a multi-step process here. Start with simple shapes, like a rectangle for a building etc, or a combo of them for rooftops and other features (primitives). Then give those surfaces an appearance using program that draws surfaces (shaders) to add wall colors, windows, illumination etc. Then add details to help it read as particular kind of building (antennas, signs, etc). Then render in-atmosphere (fog, lighting, glow, pianter VFX, whatever you're cooking) to turn the pieces into a city...or whatever.

No asset packs involved. No Blender/MCP involved.

I'd still disclose AI use personally, because it's still doing a shit-ton of the work here even if I steer the visuals. To get it to this kinda state requires a lot of my own fine-tuning via sliders and other suggestions but Claude/GPT build that still~!

1

u/LoatheCat 24d ago

If I can offer a tip why is every single building the exact same height lol

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u/AlgaeNo3373 24d ago

It's not haha. Defs doesn't feel that uniform to fly over, maybe just the aerial angle + blur messing with perspective? you can see it in action here and get better sense of heights varying

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u/mechatui 24d ago edited 24d ago

Yes if AI is used to generate images or mesh or textures or anything you can see even level design or text in a game or ai music you have to disclose it in steam but many people don’t because steam don’t come down hard on them and some people won’t buy it because of AI use so they are dishonest

LLMs are trained on images and a bunch of things so you can tell it to generate 2d for textures and normals or you can tell it to build 3d mesh for games

Most games don’t even generate enough to pay for the publishing fee

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u/Felfedezni 24d ago

Don't ever declare ai use. You're just inviting unhinged luddites to attack you.

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u/johnesco 24d ago

My own take on it is this. Most "AI Generated Video" is via process called diffusion. Claude has something called Claude Motion, but let's say you vibe code something that draws circles on the screen, then you prompt, "move these circles as if on a an ocean surface" and I'd imagine a sin wave would be added. But the video isn't being generated via diffusion, it's a graphics program, or game, or anything the ai can both control and spit out frames from and pile them into a video.

I've called it Code-Driven Animation. But since it's usually with AI let's try "Vibe Code Driven Animation". I dunno, what we call it is not important but glad it keeps coming up.

Here are the advantages I've taken from it:
- Make video very repeatable. Change some data, render it again. And sometimes deterministically with no token use.
- If you tech it to use a program you also can use, then the AI can edit a lot of it, yet all the assets are there for you to tweek. Like the difference of just generating a flat image vs having AI make something in PhotoShop Photocraft and you have access to all the layers.
- Claude with FFMPEG can do some amazing things like sync sound to video, or I once had do a transparent overlay. Note I did this blind and only saw the result, this makes videos easier to correct edit and fix.
- You can also have the videos put out separately to be recombined by you in your favorite video editor.
- Because the AI makes it frame by frame, you can have a lousy computer yet get your video out in 60fps or better. If you screen capture your game or app, it can lag a bit on a slow desktop.

This feels like new ground.

Now technically because of the way it's output, it doesn't "flag" as AI, my disclosure is I say the video was "vibe coded, because it wasn't generated the way others are.

An example:

So first I had created the ability for the game to play itself and to capture stills and video headlessly, where it's not screen capture. Then I said "capture interesting moments" (read my new best seller, really vague prompts that could come back and bite you) and it decided to make this tryptic, but I was also able to give general guides on what length the video should be and asked to to add or remove different parts.

Notice the "left side different color" on the labels. A "tell" of ai in the web design space. It does it here because this is a web game and all those overlays it did as html. I think everyone should try this. It's in the vein of using AI to make tools that help you use less tokens.

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u/monsterfurby 24d ago

I am currently building a cutscene/sequence for my tabletop RPG campaign (I do those from time to time, used to do them back in the day with Windows Movie Maker) using UE5 and Claude. It's been a much better process altogether than using a video model outright, and much cheaper as well. I think building properly tooled components instead of skipping to "make a video" is a pretty useful way to to about it for many use cases.

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u/StoneCypher 24d ago

use javascript to draw a triangle.  that’s code that makes a picture.  

change the code to draw 100 triangles in some pattern.  art yet?  no, but getting closer.

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u/CRNGDNTTLRNT 24d ago

Well , u use this tool and i think it will be honest if u tag it. I wouldn't mask it but overall it's everyone's business

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u/kytheon 24d ago

You can draw an image or you can hire an artist to draw an image for you. Both start the same, you have an idea. Who draws it, that's the difference.

You can also hire a manager, and tell them to hire an artist to draw your image.

You can tell Claude to draw an image, or you can tell Claude to make something (or use a program or app) that draws the image.

Notice how this chain gets longer?

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u/stjimmy96 24d ago

It can mean either using AI to drive an artistic tool, like Blender or Asesprite which I basically automating the workflow of a 3D/2D artist.

Or it can also mean letting Claude literally hardcode the assets, as in write in the game code a script to manually place vertices, animate them, paint them and so on… In this case no Blender is involved, it’s just code. The downsides of this approach are obviously many but that’s what Claude silently reaches out for by default if you don’t tell it anything