

Dude, naming the textures placeholder_<name> doesn’t take any more time and ensures you won’t ship a game with a placeholder. This is, or at least should be, common practice even without using LLMs, and only takes a couple of seconds, not enough to cause any inconvenience.

The solution I’m talking about should already be the standard by most devs (especially small studios), even before LLM was a thing. See, small teams can’t afford QA, at least not to the same extent as big studis, so they need to add checks to stuff in a way that catches large problems, and a placeholder making it into the final game is a big problem. Even before generated images were a thing devs would just use any random image they had that more or less worked, and those images could have copyright or be problematic in any other way, so ensuring none of that made it into the final release has always been important.