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Fuck it, make it anyway

Last week, I found myself in a state of collapse. My resolve and motivation had crumbled, leaving me feeling drained and unsure of my path forward. This feeling, I realized, was all too familiar for those in creative fields. The rise of generative AI has led to a devaluation of artists' and makers' work, with AI art often being seen as embarrassing and cringe-inducing.

While I hope the same won't be true for other artistic disciplines, the situation in programming feels more uncertain. Many of my programming peers have become increasingly anxious about the impact of AI on their craft. For me, personally, using code assistants in programming feels unfulfilling. The output doesn't feel like my own, and I don't take pride in what it produces.

As a result, I've been focusing on creating smaller projects, such as interactive git branch switchers, that I genuinely enjoy making. However, the advent of AI has made these accomplishments feel less valuable, as anyone can easily replicate them with a simple prompt. This phenomenon is not limited to programming; it extends to game development as well.

The recent crashout was triggered by a discussion about the shifting nature of game making towards a more music-like approach. While this insight is valuable, it has left me feeling devastated, questioning the worth of the time I've spent learning game development. During a conversation with Shad, a talented designer and engineer, I learned that he continues to develop his project, Uncamera, without relying on generative AI.

Shad shares my reasons for avoiding AI: a lack of joy or fulfillment in the making process. While I admire Shad's dedication to his project, despite the anxieties it brings, I chose to wallow in self-pity instead. After reflecting on our conversation, I realized that there are only three paths open to me. I could choose to use AI to remain competitive, but I fear it would compromise my enjoyment of the work.

Alternatively, I could stop making things altogether, but that's rarely a viable option for a creative individual. The third option is to continue making things the way I enjoy, even if it means going the hard way. Through this approach, I can still learn and grow, despite the lack of concrete rewards. This is why we make games, and why we make anything.

Written by urgent.news from Hacker News's reporting — not their text. Machine-written — may contain errors; check the original before relying on it.

Also reported by 1 other outlet

Read the original at joelotter.com →

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