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yakattaktoday at 4:37 PM1 replyview on HN

All things traditionally done by artists or artist adjacent roles. I can understand at an individual level, say for a solo gamedev who wasn’t going to pay an artist anyway. That’s not at scale though.

Larian Studios most recently was under fire for this [1]. Like I can see a director going “what would X look like?” and then speeding over to the concept artists for a proper rendition if they liked it. I don’t think this is at scale though. Any large business is just going to get rid of the concept artists.

[1]: https://www.pcgamer.com/games/rpg/baldurs-gate-3-developer-l...


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bonoboTPtoday at 4:45 PM

There are many places in general office work where you need some kind of graphics. Slides, reports, info graphics, dataviz. Or academic papers. Some are just illustrations, like a fancy clipart or stock photos, some are drafts for a proper tikz or svg or something that you then redo in draw.io etc. There is much more use for graphics than the use cases where people would ever even consider hiring an actual artist. I've seen good results for iterating on eg model architecture figures quickly between PhD students and supervisors, faster than dragging boxes around and fiddling with tikz. Obviously you don't simply paste the result into the paper. You redo it but it's a good discussion basis. That's for info graphics stuff. But the same can apply to creative stuff, like an event poster, an invitation card to your wedding, storyboards, mood boards, DIY interior design, outfit planning etc etc

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