# We Read the Best Argument For AI Art in Pinball (It’s Still Wrong)

**Source:** Nudge Magazine (website feed)  
**Type:** article  
**Published:** 2025-10-03  
**Beat:** Pinball

**URL:** https://www.nudgepinball.com/articles/we-read-the-best-argument-for-ai-art-in-pinball-its-still-wrongnbsp

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## Analysis

Nudge Magazine critiques Ian Harrower's defense of AI-generated art in his P3 pinball game Blood Bank Billiards, acknowledging his thoughtful reasoning but ultimately arguing that hiring human artists is feasible, collaboration produces better work, and AI art constitutes theft from training datasets. The author challenges Harrower's claim that finding artists is difficult, emphasizes the creative value of human collaboration, and questions whether AI-generated commercial art meets the philosophical standards of authentic artistic expression.

### Key Claims

- [HIGH] Finding and hiring artists on the internet is easier and more feasible than Harrower suggests; the author found Katie Lawver through Instagram messaging — _Nudge Magazine editor describing their personal experience commissioning artists for the magazine_
- [HIGH] Human collaboration in creative projects produces better results than AI because each collaborator brings perspective and challenges ideas — _Editor's discussion of Nudge's workflow and how Bmoen's design contributions improved the magazine_
- [HIGH] AI art used in commercial products is 'fruit from a poisonous tree' because it's trained on billions of images without artist consent — _Editor's ethical analysis of AI training practices vs. human artistic learning_
- [HIGH] Harrower manually traced, learned shading, and fixed character design details that AI couldn't handle (hands, jewelry/chest hair separation) — _Editor's analysis of Harrower's blog post describing his work on the vampire backglass character_
- [HIGH] Most of Harrower's reasons for using AI are convenience-based or aesthetic, not moral — _Editor's categorization of arguments presented in Harrower's blog post_

### Notable Quotes

> "If I had a network of artist friends, maybe I could work more closely with one of them, but this is hard."
> — **Ian Harrower**, article body, quoted from Harrower's blog
> _Central claim the editor directly challenges as a 'HUGE COP OUT' by demonstrating artists are findable online_

> "I don't think I've ever known one Nudge illustrator before we worked together. But it's through searching for art with Nudge that I've been introduced to amazing art by Katie Lawver"
> — **Nudge Magazine editor**, article body
> _Concrete counterexample to Harrower's claim that finding artists is hard_

> "Every Nudge piece you read is MORE than the sum of its parts – that only happens through collaboration. When you use AI, you're really not collaborating at all."
> — **Nudge Magazine editor**, article body, 'Ethics Schmethics' section
> _Core philosophical argument against AI art: collaboration creates emergent quality_

> "An AI is basically always agreeable, and not usually in the way that ends up ever challenging ideas"
> — **Nudge Magazine editor**, article body
> _Identifies lack of friction/creative resistance as a weakness of AI collaboration_

> "art is sorta about two things: escapism and philosophy. Great art takes us somewhere else, but it also tells us something about who we are."
> — **Nudge Magazine editor**, article body, 'Ethics Schmethics' section
> _Philosophical definition of art used to evaluate AI's capability_

> "artistic perspective is needed... Shit happens to artist (life), Artist creates 'stuff' to try and understand said shit (art), The audience reacts to the shared experience of life and connects to the artist through art"
> — **Nudge Magazine editor**, article body
> _Explains what artistic perspective is and why AI cannot replicate it_

> "if a human artist copied or heavily mimicked an already established piece of art, it's fair to say that they would be roasted HEAVILY in the comments. The fact that you're justifying an AI's ripping off art by saying that it's pulling from BILLIONS of pieces really doesn't do it for me."
> — **Nudge Magazine editor**, article body, responding to Harrower's IP argument
> _Challenges Harrower's analogy between human learning and AI training data aggregation_

> "In the end, art made with AI is fruit from a poisonous tree."
> — **Nudge Magazine editor**, article body, conclusion
> _Final moral/ethical judgment despite acknowledging Harrower's thoughtfulness_

> "Love you buddy, hit us up if you need to find an illustrator for your next project."
> — **Nudge Magazine editor**, article closing
> _Tone shifts to friendly offer of help, tempering the critical stance_

### Entities

| Name | Type | Context |
|------|------|---------|
| Ian Harrower | person | Indie game developer who created Blood Bank Billiards for the P3 system; wrote a blog post defending his use of generative AI for game art |
| Nudge Magazine | organization | Independent publication that published this article critiquing AI art in pinball; has a staff including editor Bmoen and illustrators like Katie Lawver |
| Blood Bank Billiards | game | P3 pinball game with vampire-based billiards theme created by Ian Harrower using AI-generated art |
| P3 | product | Hybrid video game/pinball system featuring interactive video playfield and changeable upper playfield modules; platform for Blood Bank Billiards |
| Katie Lawver | person | Digital artist discovered by Nudge Magazine via Instagram; has created stickers, articles, and visual design work for the magazine |
| Bmoen | person | Graphic designer and collaborator with Nudge Magazine; credited with shaping the magazine's visual identity through creative partnership |
| Pinball Expo | event | Industry event where Nudge Magazine is hosting a panel on AI art in pinball at 11 AM Saturday |

### Topics

- **Primary:** AI-generated art in pinball game design, Ethics and intellectual property in AI training, Commissioning human artists vs. using AI tools, Creative collaboration and artistic perspective
- **Secondary:** P3 platform and indie pinball game development, Defining art and artistic authenticity
- **Mentioned:** Independent media and magazine publishing practices

### Sentiment

**Mixed** (0.35) — Editor respects Harrower as 'a very cool and industrious dude' and acknowledges the thoughtfulness of his blog post ('best argument for AI Art'), but ultimately disapproves of AI art use in pinball. Tone is critical but friendly and collaborative. Ends with an offer to help find illustrators, softening the critique. Frustration directed at AI companies and their ethics rather than Harrower personally.

### Signals

- **[community_signal]** Growing discourse in pinball community about the ethics and artistic validity of AI-generated art in game design (confidence: high) — Nudge Magazine hosting a dedicated panel at Pinball Expo on 'AI Art in Pinball,' article frames this as an emerging debate with 'compelling arguments in both directions'
- **[design_innovation]** Ian Harrower experimenting with generative AI as an art creation tool for P3 pinball games, combining AI output with manual artistic refinement (confidence: high) — Harrower traced, learned shading, and manually fixed character details (hands, jewelry) that AI initially got wrong; editor notes this shows 'real skills' and actual learning
- **[design_philosophy]** Editorial position that human artistic collaboration produces emergent creative results superior to AI-assisted design, due to human perspective and creative friction (confidence: high) — Editor's extended discussion of how Nudge pieces become 'MORE than the sum of its parts' through multiple human collaborators bringing 'grubby little hands' and 'creative fingerprints'
- **[sentiment_shift]** Emerging critical stance in pinball community media toward AI art, framing it as ethically problematic despite technical feasibility (confidence: medium) — Nudge Magazine's careful but firm rejection of AI art; acknowledgment that 'those are always going to be the hardest arguments to rebuff' suggests recognition of AI's growing appeal
- **[content_signal]** Nudge Magazine planning significant community engagement on AI art topic through Pinball Expo panel and prior podcast/content discussions (confidence: high) — Editor mentions 'our panel,' references a 'hilarious example' attendees will see, implies prior podcast discussion of AI/collaboration issues
- **[industry_signal]** Indie pinball developers on P3 platform exploring AI generation as a cost/resource alternative to traditional art commissioning (confidence: medium) — Harrower's reasoning centered on convenience (hard to find artists) and cost barriers; editor challenges feasibility of these claims
- **[business_signal]** Editor acknowledges paying pinball/magazine artists below market rate despite their quality and willingness to collaborate; artists 'hungry to create' and willing to work for less (confidence: high) — Editor states 'God knows that I don't pay them what they're worth, which is a shitload – but they often give me great rates because they are hungry to create art'

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## Transcript

We Read the Best Argument For AI Art in Pinball (It’s Still Wrong)
Ian Ian Harrower seems like a very cool and industrious dude. I’m super into like 72% of what he lays out in this intensely thorough breakdown of how he created the art for his (very awesome) P3 game, Blood Bank Billiards. There’s a ton to root for here. I mean, the guy is an indie game developer with a vision of creating a vampire-based billiards simulator for a niche hybrid video game/pinball system – the P3, which incorporates an interactive video playfield as well as changeable upper playfield modules.
In the blog post, Ian Harrower lays out his best arguments for generative pinball by providing his process for integrating generative pinball art into the game's design. It’s a really insightful, thoughtfully written piece that basically says at the end: love it or hate it, at least now you’ll understand it. And for this guy? Welp, I still don’t love his reasoning (we’ll get to it) but it made me want to iron out some general thoughts first.
Ian Harrower’s three options: AI, commission art, or buy stock images
Ian Harrower presents his three options for creating the art he needs; paying for a pre-existing image, paying someone to create bespoke art, or using generative AI. Here’s what he says about each of the first two options.
Using pre-existing images is great for some things, but for something like a translite for my game, that doesn’t work. Commissioning work is something I would like to do at some point. But services like Fiverr have their own issues, and it can be hard to communicate what I am looking for. If I had a network of artist friends, maybe I could work more closely with one of them, but this is hard.
He had me up until that last line. “If I had a network of artist friends…” I’m going to challenge you on that one, bud. Sure, I get it. It used to be hard to find an artist for a specific aesthetic if you lived in a spot like, say, Wisconsin, but thanks to the internet, I find all kinds of people locally and nationally that create TONS of art for DIRT CHEAP. Was I friends with any of these people before I reached out and became a fan of their work? Absolutely not.
I don’t think I’ve ever known one Nudge illustrator before we worked together. But it’s through searching for art with Nudge that I’ve been introduced to amazing art by Katie Lawver, whose stuff we’ve used for stickers, articles, and all kindsa rad things that have helped form our identity as a magazine. Even though she only lives about 45 minutes away from me, we never would have found each other except for I took the totally crazy step and, get this, instagram messaged her. Even more incredible? She responded!
So, I think just sorta “yadda-yaddaing” over hiring artists by saying “If I had a network.. Maybe I could work more closely with one of them, but this is hard.” is a HUGE COP OUT. Like, no Ian, it’s not that hard actually. I’ve been amazed at the creativity and generosity of the artists who have worked with Nudge. God knows that I don’t pay them what they’re worth, which is a shitload – but they often give me great rates because they are hungry to create art! Of course, I wish it were even more equitable for them, but to their credit, these artists create great work because they have pride as human artists in their craft. Not only that they have perspective. That’s the most important thing that AI lacks.
Getting humans involved means collaboration. That’s a good thing
Look, Nudge wouldn’t be what it is without Bmoen. His graphic design skills have helped shape what I do and vice-versa. I absolutely KNOW he wouldn’t be doing this except that I have this creative compulsion. We feed off each other, and it makes Nudge better. I always have a general idea of how a story layout is going to unfold – I get the illustrator to draw the images, I write (or find another writer) to write the text, and then I figure out the pictures.
The results are never what I imagined, and that’s a good thing. They’re better. Because each human involved puts their grubby little hands all over this project, and when they do, they leave little creative fingerprints wherever they touch it. Every Nudge piece you read is MORE than the sum of its parts – that only happens through collaboration.
When you use AI, you’re really not collaborating at all. You can say it’s you and the AI, but is it? Going through rounds and rounds of revisions with an AI isn’t the same as talking to someone with actual thoughts, feelings, and opinions on the art you’re making together. An AI is basically always agreeable, and not usually in the way that ends up ever challenging ideas (for those of you attending Expo, you’ll get a hilarious example of this if you come to our panel).
That’s bad for the process, and it makes weak tea results. While Ian Harrower is overall happy with the work that comes out of it, I’d argue he could have done even better in less time with a flesh-and-blood artist. But, hey – we’ll get to that.
Ethics Schmethics, am I right?
I mean, go read his blog for the full version, but I do wanna give credit to Ian Harrower for trying to use the most ethical version of generative AI that he could. But also, really only one of his reasons for using it all is moral – the rest are either convenience-based or aesthetic. So ultimately, those things are going to win out for most folks who consider generative AI an option. I understand that, and to be honest, those are always going to be the hardest arguments to rebuff.
AI is convenient, and as it gets better, it will become more aesthetically pleasing. But is it… art? I’ve said it before, but ultimately art is sorta about two things: escapism and philosophy. Great art takes us somewhere else, but it also tells us something about who we are. For that to happen, artististic perspective is needed. What is artistic perspective? In it’s most basic form, it’s this:
Shit happens to artist (life)
Artist creates “stuff” to try and understand said shit (art)
The audience reacts to the shared experience of life and connects to the artist through art (Hell yeah)
Does commercial art still have to follow these rules? There are compelling arguments in both directions. I’m not going to answer all of them here. These are pretty complex questions that require some deep thought. But also: I don’t think that the dipshits in charge of these AI companies are wrestling much with them at all. Which ultimately means that we as the audience and as creatives have to do the heavy lifting here. Those folks are out for what they were always out for: accumulating power and wealth.
Ethically, is it OK to see this as a tool? I honestly don’t know, but let’s explore some of the ideas Ian Harrower talks about in his piece.
Does Ian Harrower ever actually draw? Sorta!
There’s a huge chunk of this blog that is dedicated to getting the schnoz of the main vampire from the backglass right. Ian Harrower himself isn’t an artist, but even he felt like something was wrong with the original character design (even after he’d done about a dozen prompt revisions), and so he talks about the work he did to get it right.
This is the most compelling piece of the article for me, as it shows Ian Harrower actively getting better at an artistic practice. He traces what he likes, learns shading, and fixes small details in the clothing that doesn’t work. He shows that he’s actually learning real skills here and is doing things that the AI never could (like understanding how to make a fucking hand look normal or to separate jewelry from chest hair lol)
That’s sorta a hard thing for me to come to terms with. In this way, it’s actually helping Ian Harrower become a better visual artist, and ultimately that’s what we want, right? More people creating more art. Maybe the problem with this for me is that he’s not just using it as a learning tool, he’s using it to create a commercial product that’s being put out into the world for consumption. Like I said, this is one of the more compelling areas that Ian Harrower writes about in his blog.
Do we hold AI and humans to the same standard? IDK dawg. They aren’t the same.
Ian Harrower ends his blog by talking about how we should hold AI to the same standards as a human in regards to intellectual property – but here’s the thing: our brains don’t work the same as an AI brain when it comes to creativity. Here’s what Ian Harrower says:
I like to think about this issue by thinking about what standard we hold human artists to. Every human artist is looking at reference images of other artists’ works over the years as they learn. Many will copy or mimic images or styles in learning and developing their own styles. Obviously, the computer is able to do this over a few months for billions of images and maybe the scale at which they can do this makes it different.
First let’s deal with the obvious: if a human artist copied or heavily mimicked an already established piece of art, it’s fair to say that they would be roasted HEAVILY in the comments. The fact that you’re justifying an AI’s ripping off art by saying that it’s pulling from BILLIONS of pieces really doesn’t do it for me. Like, let’s be real, this IS stealing art. It’s combining it in some ways the artist didn’t intend AND it’s making it worse by feeding it through a stupid algorithm that not only doesn’t understand human anatomy (yet), it doesn’t understand the feeling behind it.
In the end, art made with AI is fruit from a poisonous tree. Ian Harrower gave us the best examples of how to use it, but for me it still feels lame af. Love you buddy, hit us up if you need to find an illustrator for your next project. Oh, and for the rest of you, come to our AI Art in Pinball talk at 11 AM on Saturday at Pinball Expo. DEUCES.

_(Acquisition: raw_text, Enrichment: v3)_

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*Exported from Journalist Tool on 2026-04-13 | Item ID: ad6af292-7e9d-4b74-b434-28e1e463bebd*
