🔗 Tools I use:
OpenArt: https://openart.ai/home?utm_source=youtube&utm_medium=influencer&utm_campaign=infl-youtube–na-acq-web&ref=ivan
Tripo: https://studio.tripo3d.ai/?utm_source=creator_invite&utm_medium=linkcopy&utm_campaign=QRtEZd&utm_content=12089271 (use code TRIPOCREW for 60% off your first month, or invite code QRtEZd for 500 free credits)
OpenArt: https://openart.ai/home?utm_source=youtube&utm_medium=influencer&utm_campaign=infl-youtube–na-acq-web&ref=ivan
Tripo: https://studio.tripo3d.ai/?utm_source=creator_invite&utm_medium=linkcopy&utm_campaign=QRtEZd&utm_content=12089271 (use code TRIPOCREW for 60% off your first month, or invite code QRtEZd for 500 free credits)
Is a game made with a lot of AI automatically “AI slop”? In this video, I share my take, using my own game as an example: a PC game about managing pit boxes that I’ve been making for 2 months with Claude Code, Tripo, OpenArt, Nano Banana, Blender, and a lot of manual work.
I show how I created the different environments and weather conditions (winter, summer, desert, autumn, rain, fog, night), the weather manager, the fake volumetric lights, and how I use AI-generated reference images to define the look, then replicate it myself in Unity URP.
Do you agree with me? Let me know in the comments!
⏱️ Timestamps
0:00 What is AI slop?
0:29 My …




