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Kaneko's Art Meets Devil May Cry in Tsukuyomi

An AI artist’s work evolves, but sometimes a sketch is just a sketch.

Legendary Persona artist Kazuma Kaneko has brought his distinctive style to Devil May Cry, redesigning iconic characters Dante, Nero and Vergil for Kazuma Kaneko's Tsukuyomi. These redesigned figures appear as 'Jinma' card allies in the game, each with unique effects that reflect their original traits. The artist’s process involves both human creativity and AI collaboration, pushing his work to new extremes.


While the Nintendo Switch version of Tsukuyomi eschews an active AI model, it still curates a selection of AI-generated artwork from the PC version, providing a blend of Kaneko’s original vision and machine-assisted creativity. This reflects his own approach to character design, which is driven more by feeling than strict rules.


The experiment with AI suggests that while technology can enhance an artist's work, it ultimately serves as a tool rather than a replacement. Kaneko describes the process of working with AI as akin to watching a performance of yourself—creatively challenging but not necessarily better or worse for having done so.


At its core, Tsukuyomi remains an exploration of how art and technology can coexist. It’s about more than just the final product; it’s about the journey of creation and collaboration. This process reflects a broader trend in the tech industry where AI is increasingly seen as a collaborator rather than a competitor.


The game also features a memorable creature, the Hariko Inu—a cute, dog-like monster that grows stronger over time while retaining its harmless appearance. It’s this mix of cuteness and strangeness that defines Kaneko's work, showing how his art can be simultaneously unsettling and beautiful.

Original source:  https://www.creativebloq.com/3d/video-game-design/this-game-drops-its-ai-art-experiment-for-devil-may-cry-redesigns-by-personas-legendary-artist
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