Alcun Atirutan BBS

Alcun Atirutan BBS

Sad to see people I once respected using third party ML synthesis in creative work (or at all in general, but particularly in creative work). I struggle to understand how it's not obvious that this is disrespectful to current and past collaborators, but I also struggle to understand the appeal to begin with.

Oh well. One less professional relationship to worry about maintaining, I guess!

@Cheeseness One possible use is as the rough draft placeholders, as long as they properly swap them out for good art before shipping. Similar to Vocaloids for people composing songs.

@kazriko That's the kind of use case that prompted me to write this. If someone is doing that stuff, I do not want to work with them, and do not want their work associated with my professional identity.

Outside of the mountain of intersecting problems specific to ML synth that's been trained on unknown data sets, consider the points being made here about temp scores from 5:49 onward in this video, and how that ends up hampering artists' ability to do good/fulfilling work https://www.youtube.com/watch?v=7vfqkvwW2fs

@Cheeseness Well, the traditional alternative wouldn't be to hire someone to make placeholder art or placeholder music, it would be to toss in some royalty free music or greyboxing the entire map out with no textures?

@Cheeseness Personally I would put this music in as a placeholder to see if the thing holds up. https://www.youtube.com/watch?v=ZnHmskwqCCQ
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@kazriko I suspect we come from different traditions. Concept artist is a discipline for a reason, and all of the useful creative work gets done iteratively along the way. When I work with other composers, I bring them on as early as possible because I know and understand that there's value in developing the whole work's identity together *with* them.

When I invite someone to collaborate with me, it's because I want their personal expression/contribution, and respect their ability to bring it.

@kazriko You mentioned greyboxing - for me, that's not about having missing assets, it's a tool/workflow for quickly blocking out spaces without the distraction of detail. I cannot understand wanting to skip that part (makes me think about the level designers I've heard grumbling bout level design tools being replaced by generalised modelling tools in some modern workflows and how that hurts their ability to do their best work)