New Voices
Animators & Game Artists on AI
Animation and game art are two of the most labor-intensive creative fields on earth. A single frame of hand-drawn animation can take hours. A single game environment can require months of concept iteration before a single polygon gets placed. So when AI tools arrived promising to compress that timeline, the reaction in these communities was — predictably — complicated. Here are the people actually living through it.
Aaron Blaise
Disney Supervising Animator | Co-Director, Brother Bear | 21 Years at Disney
Aaron Blaise spent 21 years at Walt Disney Animation Studios. He was a supervising animator on Beauty and the Beast, Aladdin, and The Lion King. He co-directed Brother Bear, which earned an Academy Award nomination for Best Animated Feature. If anyone has earned the right to weigh in on whether AI threatens animation, it's him.
His answer, delivered in a video that went viral across the animation community in 2023, was more nuanced than either side of the debate wanted to hear. He is not afraid of AI. He is not dismissive of it. He is thinking about it like a craftsman who has seen technology transform his industry before.
On the training data controversy, he drew a clear line: using other artists' work without consent is unacceptable. But training AI on your own creative work — to handle the technical drudgery so you can focus on the craft — is something he actively wants to do. He is currently animating his independent film Snow Bear by hand, and he would love AI to handle the shadow passes so he doesn't have to do them manually.
"There is no way that someone's art should be used to train AI to create something else, basically riding on the back of their sweat."
— Aaron Blaise, Disney Animator, reacting to Corridor Crew's AI anime short, 2023"I'd love to train AI in an art direction that I'm creating for a film. This could help with shadows, different aspects of lighting. I don't think it's ever gonna replace animation."
— Aaron Blaise"I don't think it's gonna replace animators. In the same way that cameras didn't replace painters, there's always gonna be a place for people doing this craft, this art, and doing it in a style that they want."
— Aaron Blaise"The biggest threat is an age-old threat: it's bad stories and bad management. That's what's gonna get rid of jobs."
— Aaron BlaiseWhat makes Blaise's position so valuable is that it refuses the binary. He is not saying "AI is fine, stop worrying." He is not saying "AI will destroy us all." He is saying: the tool matters less than how it's used, who controls it, and whether the humans whose work feeds it are treated with dignity. That's a position a working creative can actually build on.
Matt Silverman
Motion Designer & CCO, iBelieveInSwordfish | 30+ Years in Industry | Clients: Apple, Adobe, Microsoft, Sony
Matt Silverman is not a newcomer to creative technology. He built visual-effects tools at a startup under ILM supervisors Scott Squires and John Knoll — the co-creator of Photoshop. He spent a decade as a partner and Flame artist at Phoenix Editorial in San Francisco, working with Goodby Silverstein & Partners, Adobe, Apple, Facebook, Jaguar Land Rover, Microsoft, and Sony. He co-founded software companies and licensed technology to Adobe. He has been at the intersection of creativity and technology for his entire career.
So when he says generative AI is the most significant shift he has seen in 30 years, it carries weight.
He jumped into the Midjourney beta in the summer of 2022. His first experiment: he fed it the lyrics to John Lennon's Imagine. What came back stopped him cold. By November 2022, he was using it on real client work — a 103-meter ceiling installation for MSC Cruises' ship Euribia. He couldn't find the reference material he needed. He turned to Midjourney. Within an hour, he had a solid set of concepts. The client responded immediately. Those images became the foundation for the final artwork, translated into procedural mosaic geometry by his 3D team.
"I jumped into the Midjourney beta in the summer of 2022. It was clearly imperfect at the time... but from a pure art perspective, it completely hooked me."
— Matt Silverman, CCO, iBelieveInSwordfish (Pro Video Coalition, February 2026)"Within an hour, I had a solid set of concepts. I stitched a few together in Photoshop to help the client see the idea quickly, and they responded right away."
— Matt Silverman, on the MSC Euribia ceiling installationBy 2023, he was using Runway Gen3 and Pika for AI video backgrounds on a Confluent conference keynote opener — replacing stock footage with generative video for the first time on a client project. His current toolkit spans Midjourney, Runway, ChatGPT, Veo, Seedance, Wan, After Effects, Premiere, and ElevenLabs. He is not using AI to replace his team. He is using it to do things that simply weren't possible before — like designing content for a 103-meter ceiling in an afternoon.
His advice to other motion designers: stop waiting for the technology to feel "ready." It will never feel ready. The artists who are building fluency with these tools right now are the ones who will be positioned to lead when the industry fully shifts. And it is shifting.
Vera Kozlenko
UI Game Artist, Tactile Games (Lily's Garden) | M.S. Mathematics & Applied Computer Science | Studio's Internal AI Champion
Vera Kozlenko didn't set out to become her studio's AI expert. She joined Tactile Games as a UI Artist on Lily's Garden, bringing a background in illustration, 3D art, and a Master's degree in Mathematics and Applied Computer Science. The math background turned out to matter more than she expected.
When AI tools started appearing in creative workflows, she didn't feel intimidated by ComfyUI's technical interface the way many artists did. She started setting aside one to two days each sprint to learn and experiment with new models. That self-directed exploration turned into something larger: she became the person who built and maintains Tactile's internal AI pipeline, runs training sessions for other artists, and keeps the studio's AI machines running.
Her day-to-day now involves image-to-image workflows — taking a sketch or a 3D model and turning it into a polished, visually appealing result. One specific technique she developed: generating a depth map from a 3D model, then using a ControlNet-based workflow to let AI handle the color pass, rapidly exploring color combinations before committing to a direction. She still finishes many assets by hand. The AI handles the exploration. The human makes the final call.
"I explored how other artists use AI in their workflows and was inspired by the quality and originality of their results. The ComfyUI interface didn't intimidate me, so I was very curious, motivated and felt a strong drive to innovate."
— Vera Kozlenko, UI Game Artist, Tactile Games (June 2025)"AI is just another tool. It won't replace your creativity, but it can help you work faster, try new things, and bring your ideas to life in new ways."
— Vera Kozlenko"Don't expect perfect results right away — that's totally normal. It takes time to understand how to get the look you want."
— Vera KozlenkoHer advice for artists starting out with AI: watch how other artists work first. Understand what you actually admire about their results. Then build your own workflows from the ground up — start simple (text-to-image), then add complexity (image-to-image, masks, ControlNet). The foundation matters. And remember: the goal is not to let AI make the art. The goal is to let AI handle the parts that drain you, so you have more energy for the parts that only you can do.
The Honest Dissent: When AI Makes the Job Harder
Not every game artist's experience with AI has been one of expanded possibility. Some of the most important voices in this conversation are the ones describing how AI is being imposed on them — not adopted by them. That distinction matters enormously.
Paul Scott Canavan
Concept Artist & Art Director | Destiny 2, Heroes of the Storm, Guild Wars 2, Netflix's The Witcher
Paul Scott Canavan has worked as an art director and concept artist on some of the most recognizable franchises in games and entertainment. His credentials are not in question. Neither is the frustration in his voice when he describes what's been happening to his workflow since AI went mainstream.
The problem isn't that AI exists. The problem is that clients are now using AI to pre-visualize their briefs — generating a rough approximation of what they want — and then asking Canavan to "make something like this." On the surface, that sounds like helpful reference material. In practice, it short-circuits the entire creative process that makes his work valuable in the first place.
"I'm seeing more and more clients generate something approximating their desired outcome and essentially asking me to make 'something like this.' It sucks. This practice absolutely invalidates the entire creative process, in my opinion, and makes my job harder and more frustrating."
— Paul Scott Canavan, Concept Artist (Destiny 2, The Witcher) — GameSpot, December 2025"The job of an illustrator or concept artist is to draw from their years of experience to interpret a brief in a creative way."
— Paul Scott CanavanKim Hu
Lead Artist, Rollerdrome | Freelance Designer & Illustrator | Defender of Creative Discovery
Kim Hu was the lead artist on Rollerdrome, the stylish action-sports game from Roll7. Her concern about AI in concept work is not about job security — it's about craft. Specifically, it's about the role of discovery in the creative process. When you start with an AI image that's already close to what you want, you skip the wandering, the accidents, the unexpected references that lead you somewhere better than where you were going.
"Starting with AI images robs you of discovery, as it will likely more or less give you exactly what you asked of it."
— Kim Hu, Lead Artist, Rollerdrome (GameSpot, December 2025)"Looking at the real world and references informs and branches out your ideas further — going down these accidental rabbit holes is a pivotal step in concept and world-building for me."
— Kim HuCanavan and Hu are not anti-technology. They are pro-craft. And their objections point to something important: the question of who controls AI adoption matters as much as the technology itself. When artists choose to use AI tools on their own terms — to expand what they can make, to handle the tedious parts, to explore faster — that's one thing. When AI is imposed on them by clients or management to constrain their creative contribution and reduce costs, that's something else entirely. The difference is agency. And agency is exactly what this guide is trying to help you protect.
The Pattern Across All Five Stories
Look at what these five people have in common, regardless of where they land on the enthusiasm spectrum:
Aaron Blaise wants AI to handle shadow passes so he can focus on the animation that only he can do. Matt Silverman uses AI for concepting so his team can focus on the execution that requires human judgment. Vera Kozlenko uses AI for color exploration so she can spend her energy on the final decisions that define the work. Paul Scott Canavan and Kim Hu are fighting to preserve the parts of their process that produce the most value — the interpretation, the discovery, the creative leaps that no prompt can replicate.
Every single one of them is trying to protect the same thing: the space where human creativity actually happens. The question isn't whether to use AI. The question is whether you're using it to expand that space — or letting it be used to shrink it.