When I showed my game to a wider audience for the first time, many people focused on the visuals and called the game “AI slop”. This was mostly a reaction to the generated maps, units, icons, and other assets that were visible in screenshots.
I understand where this reaction came from. A screenshot shows the map before it shows the game rules, multiplayer synchronization, AI simulations, save migrations, tests, or the architecture behind the project. It presents the weakest part of the current build first.

I already explained my perspective in an earlier post. I have always treated the existing assets as visual boilerplate for future dedicated assets, not as the final art direction. They allowed me to focus on mechanics, release a working version, and collect feedback without waiting until every part of the game looked finished.
Since then, I have not become a graphic artist, and I did not suddenly wake up with a talent for painting terrain. But still I can build a process that gives me more control over the result.
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