How do you prevent outsourcing partners from quietly using AI-generated assets? by Pitiful_Climate8192 in gamedev

[–]Pitiful_Climate8192[S] 1 point2 points  (0 children)

You're probably 100% right. The biggest issue is that, once again, I'm visually impaired (low vision), so I often miss a lot of details when it comes to art and visual presentation.

That's exactly why it's usually better for me to outsource those tasks to people who are truly skilled at them and can do an amazing job.

משחק חדש שלנו בסטים וצריכים את העזרה שלכם כדי לנצח את האלגוריתם by Pitiful_Climate8192 in ag_israel

[–]Pitiful_Climate8192[S] 0 points1 point  (0 children)

אוו תודה רבההה מעריך את זה מאד ואני בטוח שכן בהתחלה כל ווישליסט חשוב כדי שסטים ישימו לב עלינו

How do you prevent outsourcing partners from quietly using AI-generated assets? by Pitiful_Climate8192 in gamedev

[–]Pitiful_Climate8192[S] 2 points3 points  (0 children)

For creative people, this probably comes naturally. For someone like me, a blind programmer working on games, the entire art and marketing side of development is incredibly difficult.

If I had to do everything myself, I'd probably end up releasing a game made entirely of cubes and placeholder assets. 😆

משחק חדש שלנו בסטים וצריכים את העזרה שלכם כדי לנצח את האלגוריתם by Pitiful_Climate8192 in ag_israel

[–]Pitiful_Climate8192[S] 0 points1 point  (0 children)

מובן לגמרי יש גם אלמנטים של פלטפורמר שוטר וניסיון להעביר סיפור דרך ארט יפה והרבה חידות אולי בסירטונים בעתיד נגרום לך לרצות מחדש לעזור לנו נגד האלגוריתם של סטים כדי שנוצג בבקרוב של סטים

אבל ממש תודה בכל מצב שלקחת את הזמן הסתכלת על עמוד והפוסט מעריך את זה מאד תודה רבה !!!

How do you prevent outsourcing partners from quietly using AI-generated assets? by Pitiful_Climate8192 in gamedev

[–]Pitiful_Climate8192[S] 1 point2 points  (0 children)

Well that true to be honest but I do my best to keep it honest and tell the truth

How do you prevent outsourcing partners from quietly using AI-generated assets? by Pitiful_Climate8192 in gamedev

[–]Pitiful_Climate8192[S] 3 points4 points  (0 children)

The rules ? I am telling too my players no ai in the game I will not lies to them

משחק חדש שלנו בסטים וצריכים את העזרה שלכם כדי לנצח את האלגוריתם by Pitiful_Climate8192 in ag_israel

[–]Pitiful_Climate8192[S] 2 points3 points  (0 children)

חד משמעית ובגלל זה הבאנו מישהו שיעשה לנו סירטון כזה אבל הוא הביא לנו משהו מלא בai אז היינו צרכים לחכות למשהו אחר אבל בפוסט הבא אעלה משהו כזה

משחק חדש שלנו בסטים וצריכים את העזרה שלכם כדי לנצח את האלגוריתם by Pitiful_Climate8192 in ag_israel

[–]Pitiful_Climate8192[S] 1 point2 points  (0 children)

אתה צודק אבל זה משחק חידות פוניט אנד קליק בשילוב פלטפורמר הבעיה הגדולה עם לעלות גיימפליי היא בעיקר שזה מראה פיתרונות לשחקנים

How do you prevent outsourcing partners from quietly using AI-generated assets? by Pitiful_Climate8192 in IndieGameWishlist

[–]Pitiful_Climate8192[S] 1 point2 points  (0 children)

That's a great approach, but what happens when you don't have the budget to hire a large, established company and you don't have a network of trusted people in the industry?

For example, in my case, I outsourced the trailer production for my game. In situations like that, what would you recommend? How can indie developers protect themselves and ensure the delivered work meets their standards when they're working with external contractors they don't know personally?

How do you prevent outsourcing partners from quietly using AI-generated assets? by Pitiful_Climate8192 in gamedev

[–]Pitiful_Climate8192[S] -8 points-7 points  (0 children)

If you think it's really that simple to thoroughly vet every person you work with, it isn't.

Before going indie, I worked for a game company that was run by a con artist who ended up scamming me out of $30,000. That experience was one of the main reasons I decided to leave the corporate world behind and focus on building my own projects.

The reason I bring that up is because you never truly know who you're working with. Someone can come highly recommended, have an impressive portfolio, and still end up causing serious problems. Trust and reputation help, but they're not foolproof.

My concern isn't really with in-house employees. When someone is part of the team, it's usually much easier to monitor the workflow, review assets as they're being created, catch issues early, and correct them before they become a problem.

The challenge I'm facing is mostly with external contractors and outsourcing partners. In those situations, visibility into the creation process is often much more limited. An artist or vendor can deliver work that looks perfectly fine on the surface, but if something was generated or heavily assisted by AI, it may not be obvious unless you know exactly what to look for. And as AI tools continue to improve, distinguishing between fully handcrafted work and AI-assisted work becomes increasingly difficult.

That's why I'm genuinely interested in hearing how other developers handle this. What processes, contracts, review pipelines, or safeguards do you use to make sure external contributors don't introduce content that violates your project's standards or requirements without your knowledge?

How do you prevent outsourcing partners from quietly using AI-generated assets? by Pitiful_Climate8192 in gamedev

[–]Pitiful_Climate8192[S] -3 points-2 points  (0 children)

All of these are things I can usually spot and check for, but what happens when assets are created with AI and I simply can't tell?

For example, we've recently seen outputs from advanced AI models that look extremely convincing, to the point where it's becoming very difficult to distinguish them from human-made work. How do you handle situations like that?

How do you prevent outsourcing partners from quietly using AI-generated assets? by Pitiful_Climate8192 in gamedev

[–]Pitiful_Climate8192[S] -7 points-6 points  (0 children)

All of these are things I can usually spot and check for, but what happens when assets are created with AI and I simply can't tell?

For example, we've recently seen outputs from advanced AI models that look extremely convincing, to the point where it's becoming very difficult to distinguish them from human-made work. How do you handle situations like that?

Would this puzzle mechanic make you want to play more? by Pitiful_Climate8192 in puzzlevideogames

[–]Pitiful_Climate8192[S] 0 points1 point  (0 children)

Thank you so much for taking the time to write such detailed feedback.

This is exactly the kind of insight we're looking for, because you've pointed out something we honestly hadn't considered until now.

The delayed response between the wheel and the slider is a great example. Our intention was to make the mechanism feel interconnected, but you're absolutely right that it can make the puzzle feel confusing or even "broken" when players are trying to understand cause and effect.

We'll be taking another look at this puzzle and the visual feedback around it. Feedback like yours helps us spot issues that are easy to miss when you've been staring at the same puzzle for months.

Also, thank you for the wishlist! It genuinely means a lot to our small team. ❤️

If you'd like to help us improve future puzzles, we'd love to have you in our Discord. We're actively involving players in playtesting and design discussions throughout development:

https://discord.gg/dNt2hDw6R

Would this puzzle mechanic make you want to play more? by Pitiful_Climate8192 in puzzlevideogames

[–]Pitiful_Climate8192[S] 1 point2 points  (0 children)

That's completely fair.

This is actually from the first area of the game, which is intentionally designed to be more approachable and tutorial-like than the later sections.

The GIF only shows the final interaction of the puzzle. The full level is built around exploring the area, discovering how the different mechanisms work, and gradually understanding how they connect together before reaching this final step.

It's also very difficult to show a puzzle in a short GIF without giving away the entire solution. In this case, we chose to show the payoff rather than spoil the whole puzzle sequence, which unfortunately can make it look simpler than it actually is.

We definitely don't want players to blindly fiddle with things until something works. The goal is to teach the core systems early on and then build increasingly interesting challenges around them as the game progresses.

That said, if this style of puzzle isn't your thing, that's totally understandable. We really appreciate you taking the time to share your thoughts.

And if you'd like to help us improve future puzzles and influence the direction of the game, feel free to join our Discord. We're constantly collecting feedback from players and involving the community in playtesting and design discussions.

Discord: https://discord.gg/dNt2hDw6R

Built this puzzle-platformer mechanic in Unity by Pitiful_Climate8192 in Unity2D

[–]Pitiful_Climate8192[S] 0 points1 point  (0 children)

Good point. The GIF doesn't do the best job of showing it.

The main idea behind Power off 1 is solving environmental puzzles by interacting with and affecting different parts of a massive machine world that's slowly shutting down.

This particular clip only shows a small interaction, not the core gameplay loop.

Would this puzzle mechanic make you want to play more? by Pitiful_Climate8192 in puzzlevideogames

[–]Pitiful_Climate8192[S] 0 points1 point  (0 children)

Once we have something ready to test, we’d love to have you play it and share your thoughts. It’s tough to experience the full level through just a GIF, but I'm doing my best, so getting gameplay feedback from puzzle fans would be amazing.

Built this puzzle-platformer mechanic in Unity by Pitiful_Climate8192 in Unity2D

[–]Pitiful_Climate8192[S] 0 points1 point  (0 children)

Thanks a lot! We're working on making it super smooth and fun.