Alongside production work at Parallel, I conducted ongoing research into how generative AI tools could be integrated into game art pipelines in meaningful, production-ready ways — not as novelties, but as tools that genuinely accelerate and enhance the craft. The research covered image generation, video and character animation, text-to-3D, and the design of non-destructive AI-assisted workflows that mirror traditional concept-to-production pipelines.
Alongside the core environment work on Colony, I used generative AI as a hands-on production tool — not for final assets, but as a rapid ideation layer. This covered mood and lighting direction for building upgrade states, world detailing explorations to test material and density directions, and concept generation for unrealised game modes including a lane battler variant and an updated minimap design. Interior space exploration was also used to pressure-test spatial layouts before committing to geometry. In each case the goal was the same: compress the gap between idea and visual decision, and feed better references into the production pipeline.