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by Fellshard 2654 days ago
Hypothesis: the rough and relatively unpredictable results are not so much a good fit for finished products as it is for _rapid visual prototyping_. A good art director could use this to quickly settle on a rough goal around which the rest of the game would be targeted. I'm aware the pipeline usually goes from art director -> development, but this could help, say, a competent dev team with a gameplay direction but no artist yet, or a long-standing developer that wants to use its existing engines and mechanics to draft new, distinctive franchises.
1 comments

This is the use case they highlighted in the keynote. It doesn't appear to be a system designed for shipped games.