I wanted to start a broader mistakes and lessons thread around AI Game Design.
A useful angle is real-world use, but it also connects with creative uses. Different tools and workflows can produce very different results even when the goal is similar.
It would be interesting to compare practical examples, experiments, setups, or lessons that show where AI Game Design is genuinely useful and where it still needs improvement.

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A useful angle is real-world use, but it also connects with creative uses. Different tools and workflows can produce very different results even when the goal is similar.
It would be interesting to compare practical examples, experiments, setups, or lessons that show where AI Game Design is genuinely useful and where it still needs improvement.

Photo by on