logoalt Hacker News

underyx • today at 5:24 PM • 3 replies • view on HN

I don’t have solutions but tagging AI is definitely not easy. A lot of art is expressed via code: particle effects, menu layouts, iconography, animation keyframes. AI having written any of the code would get so many games tagged as AI that the label would lose all meaning. More recently, Opus 5.5 is clearly a model that started to develop visual taste and can draw images with code, as opposed to outputting images as tokens or via diffusion. And these capability gains are still accelerating.

There’s a wide spectrum of AI art between particle effects and a character drawn with brushstrokes via code or computer use and it’s hard to decide what should be labelled and how the labels can be enforced.


Replies

no_multitudes • today at 5:36 PM

> AI having written any of the code would get so many games tagged as AI that the label would lose all meaning.

It would not lose all meaning. If you don't want to be tagged as AI, don't use AI to write your games. Customers can decide if that matters to them.

Personally, I do not think that Opus 5.5 has visual taste, and I find games with a UI clearly written by Claude to be unplayably ugly. I would love a filter that excluded them.

➕ show 2 replies
freeone3000 • today at 5:54 PM

Steam requires any use of AI art or code to be disclosed in the steam description. No vs yes is a simple toggle that can be added, similar to sexual content.

➕ show 1 reply
Apocryphon • today at 5:34 PM

Perhaps, but the examples in that article all clearly look like they're using AI-generated art assets. You might as well call that style "slop" in the sense that it is very easy to spot. I don't know if it's possible to create a general AI filter for the actual code, but certainly labelling ones that had AI-made visual and audio assets, with minimal human craftsmanship involved, would be a good first step.