I Have Never Seen a Game Fail Because the Artists Were Too Slow
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Game development failures are primarily driven by unstable direction and repeated design pivots rather than slow artist execution, yet studios lack metrics to measure the true cost of reversed decisions. AI-powered asset generation tools are being optimized for the cheapest part of production while ignoring the actual problem: poor project management and decision-making that causes massive rework—exemplified by Skull and Bones, which burned $200 million over eight years due to multiple design resets, not production speed. The industry should focus on measuring rework rates and decision quality before investing in tools that accelerate the output of potentially misguided work.