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Designing Characters with Deep Learning: Spellbrush - YC Gaming Tech Talks 2020

Dec 7, 2020· 10 min· 7.8K views·Watch on YouTube

Speaker

Corey, Spellbrush CEO, explains how his company uses deep learning to help artists create character art and scale game production at Y Combinator's 2020 Gaming Tech Talks.

Using AI to scale character art

Corey says Spellbrush is building deep learning tools for artists because illustration takes time and art can consume 50 to 70 percent of a AAA game's production budget. He demonstrates that the company's model can generate an anime-style character in under two seconds, compared with the hours an illustrator might spend on one. Waifu Labs lets users customize characters through an online flow.

How the character generator learns

Spellbrush uses generative adversarial networks, pairing a generator that makes images with a discriminator that judges them against a corpus of real art. The two networks update based on the discriminator's errors over millions of training cycles. Random input, called latent noise, lets the generator produce varied images.

Controlling characters and addressing dataset gaps

Corey describes using the generator to vary a character's expressions, colors, and illustration style. Spellbrush trains on roughly 10 million publicly available anime images, a dataset in which female characters outnumber male characters about six to one and darker skin tones appear in under 3 percent of illustrations. The team says it adjusts generation to include more male characters and darker skin tones.

Building the training infrastructure

Spellbrush built an office cluster with more than 200 CPU cores, over 20 GPUs, and extensive storage. Corey estimates comparable cloud training would cost $3,000 to $4,000 per model over seven to ten days, while the cluster costs about 60 cents per hour to run. The team uses its NetGen language, TensorFlow, Singularity, Slurm, Prometheus, Grafana, and TensorBoard in its training workflow.

Applying the tools to a game

Spellbrush is researching automated animation, workflow assistance for Live2D and Spine, and super-resolution for animation. The team says it is using its technology to build what it believes is the first AI-illustrated game. At the time of the talk, Spellbrush had five people and was hiring artists and an AI research intern.

Takeaways

  • Identify repetitive art tasks where generation could help a small team produce more variations.
  • Treat dataset imbalance as a product and training problem, and measure which characters are underrepresented.
  • Compare cloud costs with the full cost of owning and operating training hardware.
  • Build tools that let artists direct and refine generated output, such as changing expression, color, or style.
  • Plan for specialized infrastructure and monitoring when training models takes days and costs thousands of dollars.

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