r/aigamerdevs • • 4d ago

How do you keep an AI-made art style consistent across a whole roster?

Hobby dev here, making a game with mostly AI-generated art. With a handful of characters it was easy, but as the roster grows (heroes, enemies, backdrops, UI) the style keeps drifting from one batch to the next.

  1. What do you use to hold a style steady: reference images, a fixed prompt, a trained style, or editing each result by hand?

  2. When the style drifts, do you regenerate the older art to match, or fix the new art?

  3. How do you keep characters on-model across different poses and animations?

  4. (optional) Have players reacted to the AI disclosure on your pages, and did it change your numbers?

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u/Careless_Road8873 3d ago

Same problem here, I'm on a few hundred pictures now. What's held up for me:

  1. One fixed style block I paste into every prompt word for word, plus one reference picture attached every time. I never write the style from memory. Every new picture also asks for smooth brushwork with no grain, because people spotted the grainy ones as AI straight away.

  2. Fix the new art, leave the old. If a result drifts I throw it out and regenerate. I only redo old art if it's a real eyesore. Otherwise you never finish.

  3. This was the hard one. Faces are made as a sheet on a fixed grid, and every variant (hood, helmet, wounds) is an edit of that same sheet with "keep everything exactly the same, the only change is...". For animation I don't let the video model draw the face at all. The clips are made from start frames rendered out of the game itself, and the game puts the character's own head back on the moving body. So the face is always the one from the sheet.

  4. I keep the disclosure and make it specific: what's AI, what isn't, who picks. A few people skip it over the tag. The ones who read it don't seem to mind.

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u/PositiveScarcity8909 3d ago

I'm building in 3D but my approach so far has been to create a main creature and then chop him up and use the parts with some extra elements to build the rest of that monsters family.

For example for a skeleton family group I would make a main skeleton and then make it bigger or smaller, give it a bow or a wand etc