That statement is technically true, but it's actually more convoluted.
Tech CEOs are promoting that they will replace everything and every worker with AI, but it just doesn't work because many part of workflows are so established that can't be replaced.
Even if one tries hard enough to shove AI into the existing workflow, because today's gen-AI doesn't have granular control and will always have synthetic data (AI slop) issue, it will stick out like a sore thumb where it needs a certain style. Where it's being used, it's already sticking out like a generic asset store slop to me.
Because of how the current-gen AI architecture works, the newer AIs are increasingly synthetic data heavy (means AI slop won't go away) - for example, up to 1/4 (even 1/3 for some) of text model training corpus is now synthetically generated STEM, while video-gen model are trained with tons of slightly differently angled/variation renders of synthetically generated 3D.
But for things like:
1. Motion generation and blending (it's pretty normal for a long time that interaction motions like climbing a ladder or kicking a soccer ball are already interpolated by a kind of an AI)
2. Procedural model/map generation (SpeedTree, random map especially of tiled/voxel type)
3. Replacement for pixel shader and postprocesses (advanced post effects such as cartoon shader, fluid effects)
4. Complex sound effects (footsteps, waterdrops, bird chirps and such)
Those areas I just don't see how modern AI is not involved in the near future. It's just much more flexible than good ole' rule-based solutions in those areas.
For procedural map generation in games, there was already a well known method extremely close to diffusion model (WaveFunctionCollapse) for relatively long time, so the game industry was actually ahead of its time.
Agreed. The AI tag is relevant to art exhibits for authorship disclosure, and to digital content licensing marketplaces where buyers need to understand the rights situation. It makes no sense for game stores, where AI will be involved in nearly all future production.