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.