Using Midjourney for game dev—it's a huge time-saver, but when it messes up, it really messes up.

In game dev, I’ve used Midjourney and honestly, I’ve both saved time and totally messed up with it. The easy part is obvious: early in the project, you can crank out concept art, mood boards, and direction for the art team—like a ton in one day, so the boss and the PM have something to point at.

The mess-ups are just as obvious: art style is hard to keep consistent, the same character changes face from a different angle, and it can’t give you precise prop dimensions, UI specs, or split layers, let alone assets ready for the engine. My approach is to lock it in the exploration and reference phase; anything that actually needs to ship, someone has to redo or heavily tweak.

If you expect it to churn out final assets, you’ll pay for consistency later in the project. It’s great as an idea bank, but if you treat it like an art outsourcing team, you’re gonna cry.

“Same face syndrome” is way too real when you change angles, we’re traumatized from trying to keep the same character consistent.

“When it works as an inspiration library it’s great, but as an art outsourcing tool it’ll make you cry. Lmao but it’s spot on.”

The engine won’t give you the assets, and don’t even think about splitting layers.

Back in the early days when we were laying out the mood boards, we really could crank out a whole batch in a day. That way the boss had something to point at and give feedback on.

Our project is paying off the debt from that “paying for consistency in the mid-to-late stages” phase.