from the be-better dept
We’ve been talking a lot of about the use of artificial intelligence lately, for obvious reasons. Many of those conversations have revolved around the video game industry and I’ve been fairly vocal about pushing back against the “all AI is bad everywhere forever” dogma that I see far too often. There are plenty of folks in our community that don’t agree with me on that, and that’s fine. But if the picture you’re getting is that I’m an AI evangelist, that’s simply not true. There are potentially good uses of AI in my view, as well as a whole lot of potential negative outcomes of its use. I’m not blind to that.
And, in the video game industry specifically, one bit of pushback that seems to be sorely needed is on game developers that use generative AI in their games, fail to say so, and then excuse its use as accidental after the fact. That is becoming as common a refrain from game developers as the laughable excuse in trademark instances that is, “Well, I have to be an aggressive jerk about my trademarks or else I lose them.” Neither is true.
The most recent version of this concerns the recent hit launch of Crimson Desert. In what is becoming something analogous to the antiquated process by which people who watch golf tournaments on TV looking for missed rules violations could then send into the PGA, which I’ve coined as McPromptism, new game releases get put under a microscope by people looking to find AI uses within them. Crimson Desert went through this process and, wouldn’t you know it, people found clear uses of AI-generated assets in the game.
The game’s extremely high fidelity and impressive graphics are a big part of the sales pitch, which made it all the more disappointing when players began to come across what appeared to be AI-generated artwork littered throughout the game. In light of the disappointment, developer Pearl Abyss has apologized for including the slop in their game, promising to remove and replace all of it.
“We also acknowledge that we should have clearly disclosed our use of AI,” the Crimson Desert account posted on X. “We are currently conducting a comprehensive audit of all in-game assets and are taking steps to replace any affected content. Updated assets will be rolled out in upcoming patches. In parallel, we are reviewing and strengthening our internal processes to ensure greater transparency and consistency in how we communicate with players moving forward.”
Like I said above, this excuse is getting old. Very old. Game developers and publishers will be more than aware at this point that a sizable percentage of the gaming public is very allergic to the use of AI in games, particularly when that use is not acknowledged at the forefront. If placeholder assets generated by AI are to be used at all in the development of a game, it is inexcusable for a developer to not have a process to remove them in place of human-created art before the game is published. That’s sloppy at best, and a lie of an excuse at worst.
Especially because it’s not like there aren’t other options that have nothing to do with AI.
The practice is becoming more common in AAA developer spaces, but critics argue that setting aside the use of AI in your game, it’s pretty foolish to use temporary assets that don’t call obvious attention to themselves. In games of such massive scale, BRAT-green blocks that scream “DO NOT USE” are much easier to flag than something approximating the final product.
I’m struggling to come up with a counter-argument to that.
I’m still in a place where I think there are valid uses of AI in gaming development. If a dev or publisher wants to explore those uses and, importantly, is upfront about it, there may be a place for that.
But the excuse of laziness when it comes to stripping AI assets out when their use was not intended is lame and needs to go away.
Filed Under: ai, crimson desert, placeholder, slop, video games
Comments on “Hey, Game Devs: The ‘Placeholder Assets’ Excuse For Using AI Is Running Really Thin”
Instead of placating the mob with “placeholder” lies they should double down and own it. Gamergate showed that if you give an inch, gamer nutjobs will take a mile. Don’t negotiate with terrorists.
a counter argument
One argument that comes to mind is that having such obvious and obtrusive temporary assets makes it very hard to tell if the art direction is working well or not.
evaluating things like “does this scene work” or “does this level reflect the themes and settings desired” gets appreciably harder when there’s a bunch of obtrusive assets lying around.
for example, a designer goes to evaluate a new horror themed level, but both the monster and 1/2 the miscellaneous assets are “BRAT-green blocks”. that makes it hard to tell “is the level the right amount of scary”.
Do the devs really need to have an automated process tagging all the AI generated pieces, and have it throw regular alerts about anything remaining in the latest build? yes. Do the devs still have legitimate use cases for AI generated placeholders. also yes.
Re:
If an obtrusive placeholder asset can wreck a game’s art direction, it probably didn’t have much of a direction to wreck in the first place.
Basically as old as game dev
When I first started in the industry about 25 years ago, it was at BioWare. Folks had noticed that one of the plain text files had a string in it (a comment, I think) that said, ‘ass-plugging cum bubble’.
We (as an industry) haven’t always been super-careful with all our temp assets, and it’s gotten harder the bigger games get. I think probably there should be a standard auditing procedure (and I’ve seen games with rigorous pre-ship audits) but this isn’t unique to this era of AI assets.
AAA game dev is getting too large for humans to perform. The teams required are too large to be managed effectively. The pace of output is too quick to be sustained. All this corner cutting isn’t because the industry is lazy or cheap. It’s because price pressure and output demands make it impossible to do anything else.
That doesn’t make it acceptable, but it means there is hard cap (quality/size/fidelity/etc) on what the general public can reasonably expect a AAA game to look like that no amount of advances in technology will ever overcome. Eventually, the burden of adding one more developer to the team will not provide more value than it adds management complexity and QA requirements.
The most straightforward solution is to just stuff all “placeholder” materials into a folder called “PLACEHOLDER” in your project, and then delete the folder when you’re getting close to concluding development. This is especially useful with engines like Unreal, which will actively tell you if those assets are being referenced by anything so you can replace the references.
That being said, depending on the size of the project, that might require strict project management to ensure that team members are putting placeholder assets in the right place. And sometimes someone might get lazy and use AI generation without telling anyone, which can be frustrating.
Facts Only
Pearl Abyss, developer of *Crimson Desert*, used AI-generated assets in the game.
Players identified AI-generated artwork in *Crimson Desert* post-launch.
Pearl Abyss issued an apology on X (formerly Twitter), acknowledging the use of AI without proper disclosure.
The company pledged to audit all in-game assets and replace AI-generated content in upcoming patches.
Pearl Abyss also committed to strengthening internal processes for better transparency.
The game industry has seen repeated instances of developers excusing AI use as "placeholder" assets.
Critics argue that high-fidelity games should not contain AI-generated placeholders, as they can be mistaken for final content.
Some developers defend AI placeholders as useful for evaluating design without disrupting art direction.
The practice of leaving temporary assets in final releases is not new but has become more visible with AI.
Industry veterans note that managing large-scale game development makes asset oversight challenging.
Suggestions for preventing such issues include strict folder organization and automated tracking of placeholder assets.
The debate reflects broader tensions over AI's role in game development and public skepticism toward its use.
Executive Summary
Full Take
The strongest version of this narrative is that the gaming industry is grappling with a transparency crisis. Developers like Pearl Abyss are caught between the efficiency gains of AI and the backlash from players who feel deceived by undeclared AI use. The apology and corrective action taken by Pearl Abyss suggest an awareness of the problem, but the repeated nature of such incidents—framed as "accidental" inclusions—undermines trust. This pattern echoes the broader tension between technological innovation and ethical responsibility, where convenience often outpaces accountability.
Patterns detected: **ARC-0024 Ambiguity** (vague excuses like "placeholder assets" to downplay intentional use), **ARC-0043 Motte-and-Bailey** (defending AI as a tool while retreating to "it was just a placeholder" when criticized).
The root cause lies in the industry's structural pressures: AAA game development has ballooned in scale, making manual oversight nearly impossible. The reliance on AI placeholders may stem from a genuine need to iterate quickly, but the failure to remove them before launch reveals a deeper issue—prioritizing speed over integrity. The public's reaction isn't just about AI itself but about the erosion of trust when developers are perceived as cutting corners.
Implications: If this trend continues, players may grow increasingly skeptical of all game assets, demanding exhaustive disclosures that could stifle creativity. The burden falls on smaller studios, which lack the resources to audit assets rigorously, while larger studios face reputational risks. The second-order effect could be a chilling effect on experimentation, as developers avoid AI entirely to preempt backlash.
Bridge questions: How might the industry balance efficiency with transparency without overburdening smaller teams? What systems could be implemented to ensure AI use is disclosed without demonizing the technology itself? Would players be more accepting if AI were framed as a collaborative tool rather than a replacement for human artistry?
Counterstrike scan: A coordinated influence campaign would exploit this issue by amplifying outrage to polarize the debate—either demonizing all AI as "lazy theft" or dismissing criticism as "anti-progress." The actual content here avoids such extremes, focusing on accountability rather than ideological warfare. The discussion remains grounded in industry practices, not manufactured outrage.
