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Mariia Panchenko

Inside the AI-Assisted Pipeline Behind the BallBuds Kickstarter Key Art

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A Kickstarter pitch is one of the most important pieces of art for a game. While it could seem like an exaggeration, think of it this way: if the art doesn’t look interesting enough for people to donate, the game might not get funds for development at all. So, it’s called key art for a reason.

So, when we were commissioned to work on the Kickstarter project Ball Buds from Blauballs, we knew that it was not just a raw concept art that would be refined later. It had to be great, and it had to be done as quickly as possible.

BallBuds: The Game is a first-person open-world monster-taming adventure. “You awake with no real memories on the beach of a hidden archipelago crawling with BallBuds – elemental creatures that range from cute and cuddly to nightmare-fueled killing machines. Two factions of stranded survivors are waging all-out war: one led by a heavy metal maniac obsessed with “alpha energy,” and the other by a performative “spiritual” influencer who thinks kombucha and mushrooms can create world peace.”

For the promo campaign to work, the key art had to do more than just look good – it had to hold attention. At the same time, we couldn’t lose the project’s original visual language while pushing the image toward a more detailed, cinematic result.

Below is the breakdown of the process and where AI actually helped speed up the final refinements.

Preparation of the 3D Base

To achieve maximum authenticity, we requested a package of in-engine game characters from the developers. This allowed us to work with the original models and preserve the project’s stylistic integrity.

Before that, the characters themselves were assembled and refined in Character Creator 4. This stage allowed precise control over proportions, facial features, clothing, and poses based on the reference materials.

This workflow allowed us to maintain full control over the final look and prevent accidental proportion shifts or stylistic inconsistencies at later stages.

game characters 3d ballbuds
character in graphic editor 3d
3d modeling characters

Rendering and Artistic Enhancement

After the scene was rendered, we brought the image into Photoshop for the final pass. Here we worked over the render with photobashing, custom brushwork, additional lighting layers, atmospheric effects, and depth adjustments to refine the composition. 

The aim was to push the image beyond a raw render – increasing contrast, atmosphere, and visual tension so the final result feels more illustrative and expressive.


AI Integration in the Pipeline

Stable Diffusion was used at the final stage as a controlled detail-enhancement tool. We applied custom generation parameters tailored specifically to the project’s visual style.

The AI outputs were not used directly. Instead, they were blended into the base artwork through photobashing, using soft, semi-transparent layers. This approach allowed us to:

• enhance textural richness
• introduce micro-level detail
• achieve a more polished final look
• avoid the typical “neural” or synthetic appearance

AI functioned strictly as a supportive instrument rather than a primary visual source.

game art character low detalization
game art character high detalization


Visual Cohesion in Crowd Scenes

For large-scale crowd scenes, the client provided AI-generated sketches. Our goal was to retain the characters’ original authenticity while adapting them to the semi-realistic style used in the final render.

To achieve this, we combined 3D base work, manual detailing, and carefully controlled AI upscaling. This approach allowed the crowd to merge naturally into the scene, maintaining visual consistency with the overall composition without standing out stylistically.

Final Outcome

The Blauballs project became an example of a hybrid AI pipeline where:

• 3D ensured precision and structural control
• The artist defined the style and artistic expression
• AI polished the details and accelerated production

This approach allowed us to create a visually striking key art while maintaining full creative control at every stage of the production process.

AI wasn’t used to generate art based on other artists’ creations. It was used to save the time of our artists. The most tedious work was done 40% faster, and that time saving was crucial for the Kickstarter campaign. By the way, it gathered 7 times more money than the initial goal, and we are proud to have worked on this project.

Would you like to learn how AI-assisted pipelines can speed up the final polishing of game art? Ask our experts!

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We try to implement the most non-standard and creative solutions of our clients, adhering to time frames and budget requirements. Therefore, we end up with amazing projects and satisfied customers. Hope you will enjoy our latest art works.

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