Start With Art

An AI-Empowered Artist Workflow

Role: Art Director / Artist | Company: Everi, IGT | Years: 2024-2026 | Focus: AI-Assisted Visual Development, Art Direction, Workflow Design

When generative AI started becoming useful for game art, the business appeal was pretty obvious. You could explore ideas, styles, characters, environments, and color directions incredibly fast.

For me the question wasn’t “should we use it?” – it was “…how?”

I didn’t want a process where an artist typed a sentence, picked the prettiest result from a bunch of random dice rolls, and called it good. We still needed authorship. Taste. Art fundamentals. Reproducibility. Legal guardrails. Artists should still be making decisions throughout the process – keep the experts in control of their work.

So I started experimenting.

One of my early tests came from a game idea that I had, built around a hungry panda and steamed baozi.

Before even touching AI, I grabbed a pencil.

I sketched the mechanic. Buns stacking, growing, being grabbed and eaten. I drew little bao characters. Then I started exploring the Panda himself and how he might interact with them.
None of it was precious. It was just me thinking on paper. But the idea existed before the AI did anything with it.

I fed my Panda sketch into the AI program and prompted up what I would do for a digital second pass.
Clean up the rough drawing. Keep it sketchy & color minimal. Refine the art style and character appeal that I’m envisioning.

I wasn’t asking AI to invent something for me. I already had the idea and a visual starting point. I was using it to get from an idea on paper to what it might actually look like much faster than I could have otherwise.
Some results were useful. Others weren’t.
That was fine. The speed made it cheap to explore.

Once I had a Panda I liked, I brought him back into Photoshop.
I added our template game UI, built the marble reel/table for the baozi, created a nice pencil hatching PS brush to keep that nice texture going, painted in bamboo, the glowing moon-gate background, and some early VFX ideas around the buns.

That became the basic idea: Start with Art. Enhance with AI. Rinse & Repeat.
Or, another version I liked:

Sketch. Collaborate. Elevate.

What would it look like with a different character in the same style? Let’s use AI to test if the appeal is any better with… a tiger? How about a lil’ baby?

woah baby. they’re all yours. relax. walking away now.

Once I found something useful, I started sharing it with the team. I demoed the approach to some of the art team, and we began testing where AI could fit into the way we worked.

The best results came when the artist stayed involved throughout: start with their own drawings or ideas, use AI to explore or refine them, then bring the results back into the artist’s hands. That loop could continue into storyboards, model sheets, turnarounds, mouth shapes, and other production prep.

That became the pattern that felt right:
Artist AI – Artist – AI – Artist….
AI was augmenting our craft, opening up new possibilities in speed, quality, iteration, and style exploration. With market experience & good judgement, this combo is super effective.

AI image generation has grown incredibly quickly, and it will keep changing what artists and non-artists alike are able to do.

I’ve watched people across several disciplines use it to make visual suggestions, explore ideas, or even try to art direct from the side. Tasks that once required someone in the art discipline to actually make the image can suddenly be attempted by almost anyone …and sometimes attempted very poorly.

AI is great at what it does: creating images quickly. That doesn’t mean it has good taste, follows direction well, understands feedback, maintains consistency, or knows what you’re actually trying to accomplish.

It’s a double-edged sword. It needs process, judgment, and a thoughtful hand around it. Used without those things, it can break a pipeline in all kinds of interesting ways:

Game art isn’t just about making an attractive image. It has to support the design, reinforce features, guide the player’s attention, communicate what’s important, and work as part of the game.

At the same time, AI can be a fantastic Art Direction tool:

We can get to useful decisions faster.

Explore before committing. Kill weak directions before spending weeks polishing them. Give artists and Art Directors more ways to test ideas while they’re still cheap to change. That’s where I’ve found AI most useful: not skipping the creative process, but moving through parts of it much faster.

Artwork shared above is Copyright of IGT, and some are a collaborative effort.

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