{"id":47673,"date":"2025-05-02T14:49:23","date_gmt":"2025-05-02T05:49:23","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=47673"},"modified":"2025-05-02T14:49:26","modified_gmt":"2025-05-02T05:49:26","slug":"shin-megami-tensei-artist-kazuma-kaneko-says-teaching-ai-to-draw-like-him-was-more-time-consuming-than-making-art-from-scratch","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/news\/shin-megami-tensei-artist-kazuma-kaneko-says-teaching-ai-to-draw-like-him-was-more-time-consuming-than-making-art-from-scratch\/","title":{"rendered":"Shin Megami Tensei artist Kazuma Kaneko says teaching AI to draw like him was more time-consuming than making art from scratch\u00a0"},"content":{"rendered":"\n<p>COLOPL and former Atlus veteran Kazuma Kaneko recently announced that their new roguelike deckbuilder<strong>&nbsp;Tsukuyomi: The Divine Hunter<\/strong>&nbsp;will launch on May 7 on Steam and mobile platforms. In a pre-launch interview with <a href=\"https:\/\/www.gamespark.jp\/article\/2025\/05\/02\/152167.html\" target=\"_blank\" rel=\"noreferrer noopener\">Game*Spark<\/a>, Kaneko talked about <a href=\"https:\/\/automaton-media.com\/en\/news\/persona-and-shin-megami-tensei-artist-kazuma-kanekos-new-game-has-a-card-generating-ai-trained-on-his-own-art\/\" target=\"_blank\" rel=\"noreferrer noopener\">the game\u2019s \u201cAI Kaneko\u201d system<\/a> \u2013 which uses an image generating AI model trained on his own art to generate custom cards based on each player\u2019s decisions.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Tsukuyomi: The Divine Hunter - Official Announcement Trailer\" width=\"1160\" height=\"653\" src=\"https:\/\/www.youtube.com\/embed\/XNPha2wV-0M?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p>Tsukuyomi: The Divine Hunter&nbsp;is a free-to-play game that mixes dungeon exploration and turn-based card battles. Its original concept, character designs and worldbuilding were created by Kaneko, this being his first&nbsp;big project with Colopl after his departure from Atlus.&nbsp;<\/p>\n\n\n\n<p>The AI Kaneko system in Tsukuyomi: The Divine Hunter uses the player\u2019s activity log \u2013 choices made during exploration, battle history, etc. \u2013 as prompts for creating personalized cards with unique names, art and effects. According to the developers, it was trained exclusively on art Kaneko made after joining Colopl. But how is this possible, given the huge number of images needed to train a model? Based on their explanation, it seems like they initially trained it on dozens of original illustrations by Kaneko, then generated hundreds of thousands of images based on this training. Then, they filtered out the \u201cgood\u201d results (judged by Kaneko to be faithful to his style) for further training, and so on.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1191\" height=\"647\" sizes=\"auto, (max-width: 1191px) 100vw, 1191px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/05\/20250501-47673-001.jpg\" alt=\"Tsukuyomi: The Divine Hunter\" class=\"wp-image-47677\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/05\/20250501-47673-001.jpg 1191w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/05\/20250501-47673-001-380x206.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/05\/20250501-47673-001-768x417.jpg 768w\" \/><\/figure>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1201\" height=\"663\" sizes=\"auto, (max-width: 1201px) 100vw, 1201px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/05\/20250501-47673-002.jpg\" alt=\"Tsukuyomi: The Divine Hunter\" class=\"wp-image-47678\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/05\/20250501-47673-002.jpg 1201w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/05\/20250501-47673-002-380x210.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/05\/20250501-47673-002-768x424.jpg 768w\" \/><\/figure>\n\n\n\n<p>However, this process of refining the quality of the AI\u2019s output was not simple, as Kaneko explains, \u201cThis method worked fine for humanoid characters, but when it came to depicting&nbsp;fantastical beings that don\u2019t exist in real life, like creatures with two heads, for example \u2013 it was much harder.\u201d To help out the process, Kaneko drew and supplied extra reference images to get the AI closer to outputting what was needed. Then, when something even vaguely close came out of it, he would take multiple outputs and manually composite them together to make the envisioned image (to again be used for further training). \u201cHonestly, it\u2019d be faster if I just drew the whole thing myself from start to finish (laughs),\u201d he comments.&nbsp;<\/p>\n\n\n\n<p><a href=\"https:\/\/jintsuku.jp\/\" target=\"_blank\" rel=\"noreferrer noopener\">Tsukuyomi: The Divine Hunter<\/a>&nbsp;launches on May 7 for PC (<a href=\"https:\/\/store.steampowered.com\/app\/3360010\/Tsukuyomi_The_Divine_Hunter\/\" target=\"_blank\" rel=\"noreferrer noopener\">Steam<\/a>), iOS and Android. English language support is planned.&nbsp; &nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Persona and Shin Megami Tensei artist Kazuma Kaneko trained an AI model based on his art for his new game, but it was anything but time-saving.<\/p>\n","protected":false},"author":55,"featured_media":47676,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[3],"tags":[67,17],"class_list":["post-47673","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news","tag-ai","tag-japan-related-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Shin Megami Tensei artist Kazuma Kaneko says teaching AI to draw like him was more time-consuming than making art from scratch\u00a0 - AUTOMATON WEST<\/title>\n<meta name=\"description\" content=\"Persona and Shin Megami Tensei artist Kazuma Kaneko trained an AI model based on his art for his new game, but it was anything but time-saving.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/automaton-media.com\/en\/news\/shin-megami-tensei-artist-kazuma-kaneko-says-teaching-ai-to-draw-like-him-was-more-time-consuming-than-making-art-from-scratch\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Shin Megami Tensei artist Kazuma Kaneko says teaching AI to draw like him was more time-consuming than making art from scratch\u00a0 - 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