News / Essay
AI is Photoshop, not the artist
Hand a novice Photoshop and they'll make brush strokes on a white canvas. Hand it to a pro and they'll swap a face so cleanly you'll never know. Same tool, same price, wildly different output โ and nobody concludes from the novice's smears that "Photoshop can't do real work." AI image tools are at exactly that moment in history, and most of the discourse is people reviewing the brush strokes.
The brush-stroke tier
Typing a sentence into an image model โ nano banana, or whichever generator is in fashion this month โ and taking what comes back is a brush stroke. It's a legitimate way to start! It's also the shallowest possible grip on the tool: you get one image, styled however the model felt today, unrepeatable next week, inconsistent with the last one. Ship a game that way and players can smell it instantly โ that's what "AI slop" actually is. Not AI. The novice grip.
The face-swap tier
The pro grip looks completely different. It isn't a sentence; it's a pipeline. For our games, image generation runs through ComfyUI โ node graphs where the model is one node among many: reference images pin the house style, control layers pin the pose, and the graph runs in batches so a hundred variants cost the same effort as one. Then โ this is the part people miss โ we wrap the workflow in our own HTML interfaces. Our sprite tool takes flat card art, runs it through the forge graph, and shows the results in a browser UI where a human approves, rejects, or re-rolls each sprite before anything touches the game. We call it the sprite forge. It's not "AI made my art." It's a tool we built, with a model bolted in where a model belongs.
The part where we show our homework
Here's what that philosophy ships. Our card MOBA Plops contains zero image assets โ every character below is a draw function, written in working sessions with Anthropic's Claude models (Opus built most of the game; Fable 5 is the current-generation collaborator). The cinematic intro, the villain, the terrified corn: all code.
Why this take annoys both camps
The AI-maximalist camp wants to hear that typing a sentence makes you an artist. It doesn't โ it makes you someone holding a brush. The AI-doomer camp wants to hear that the tool is illegitimate. It isn't โ it's Photoshop in 2003, and the people learning the deep grip right now are the ones who'll define what the medium looks like. The boring truth in the middle: the tool amplifies whoever is holding it. A two-person studio ships three multiplayer games not because AI replaced the work but because AI let the taste of two people stretch across the volume of thirty.
If you want the deep grip
We share the actual machinery โ workflows, tools, the code behind these games โ on Plops Forge, our tip-based hub where every tool shows its source before you run anything. Start with the essays under AI games, then go build your own forge. The white canvas is free; the face-swap takes practice.