# In the Blink of an Eye: Instant Game Map Editing using a Generative-AI Smart Brush

arXiv: https://arxiv.org/abs/2503.19793 · HTML: https://mlsanity.com/paper/2503.19793/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 28 of its 68 references that are in the map.
- First posted on arXiv 25 Mar 2025.

## Builds on (most cited first, 28 of 28)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Very Deep Convolutional Networks for Large-Scale Image Recognition](https://mlsanity.com/paper/1409.1556/) (2014)
- [Diffusion Models Beat GANs on Image Synthesis](https://mlsanity.com/paper/2105.05233/) (2021)
- [A Style-Based Generator Architecture for Generative Adversarial Networks](https://mlsanity.com/paper/1812.04948/) (2018)
- [Progressive Growing of GANs for Improved Quality, Stability, and Variation](https://mlsanity.com/paper/1710.10196/) (2017)
- [Perceptual Losses for Real-Time Style Transfer and Super-Resolution](https://mlsanity.com/paper/1603.08155/) (2016)
- [Large Scale GAN Training for High Fidelity Natural Image Synthesis](https://mlsanity.com/paper/1809.11096/) (2018)
- [Unsupervised Representation Learning with Deep Convolutional Generative Adversarial Networks](https://mlsanity.com/paper/1511.06434/) (2015)
- [Semantic Image Synthesis with Spatially-Adaptive Normalization](https://mlsanity.com/paper/1903.07291/) (2019)
- [High-Resolution Image Synthesis and Semantic Manipulation with Conditional GANs](https://mlsanity.com/paper/1711.11585/) (2017)
- [Image Transformer](https://mlsanity.com/paper/1802.05751/) (2018)
- [NVAE: A Deep Hierarchical Variational Autoencoder](https://mlsanity.com/paper/2007.03898/) (2020)
- [Free-Form Image Inpainting with Gated Convolution](https://mlsanity.com/paper/1806.03589/) (2018)
- [Image Inpainting for Irregular Holes Using Partial Convolutions](https://mlsanity.com/paper/1804.07723/) (2018)
- [Focal Frequency Loss for Image Reconstruction and Synthesis](https://mlsanity.com/paper/2012.12821/) (2020)
- [VEEGAN: Reducing Mode Collapse in GANs using Implicit Variational Learning](https://mlsanity.com/paper/1705.07761/) (2017)
- [Precomputed Real-Time Texture Synthesis with Markovian Generative Adversarial Networks](https://mlsanity.com/paper/1604.04382/) (2016)
- [Mode Regularized Generative Adversarial Networks](https://mlsanity.com/paper/1612.02136/) (2016)
- [Image inpainting: A review](https://mlsanity.com/paper/1909.06399/) (2019)
- [Distilling Diffusion Models into Conditional GANs](https://mlsanity.com/paper/2405.05967/) (2024)
- [Improving Diffusion-Based Image Synthesis with Context Prediction](https://mlsanity.com/paper/2401.02015/) (2024)
- [Multi-Stage Variational Auto-Encoders for Coarse-to-Fine Image Generation](https://mlsanity.com/paper/1705.07202/) (2017)
- [Condition-Aware Neural Network for Controlled Image Generation](https://mlsanity.com/paper/2404.01143/) (2024)
- [The Five-Dollar Model: Generating Game Maps and Sprites from Sentence Embeddings](https://mlsanity.com/paper/2308.04052/) (2023)
- [Assessing Evolutionary Terrain Generation Methods for Curriculum Reinforcement Learning](https://mlsanity.com/paper/2203.15172/) (2022)
- [GAN-Based Content Generation of Maps for Strategy Games](https://mlsanity.com/paper/2301.02874/) (2023)
- [Reconstructing Existing Levels through Level Inpainting](https://mlsanity.com/paper/2309.09472/) (2023)
- [Enhancing Diffusion Models for High-Quality Image Generation](https://mlsanity.com/paper/2412.14422/) (2024)

## Abstract (arXiv)

With video games steadily increasing in complexity, automated generation of game content has found widespread interest. However, the task of 3D gaming map art creation remains underexplored to date due to its unique complexity and domain-specific challenges. While recent works have addressed related topics such as retro-style level generation and procedural terrain creation, these works primarily focus on simpler data distributions. To the best of our knowledge, we are the first to demonstrate the application of modern AI techniques for high-resolution texture manipulation in complex, highly detailed AAA 3D game environments. We introduce a novel Smart Brush for map editing, designed to assist artists in seamlessly modifying selected areas of a game map with minimal effort. By leveraging generative adversarial networks and diffusion models we propose two variants of the brush that enable efficient and context-aware generation. Our hybrid workflow aims to enhance both artistic flexibility and production efficiency, enabling the refinement of environments without manually reworking every detail, thus helping to bridge the gap between automation and creative control in game development. A comparative evaluation of our two methods with adapted versions of several state-of-the art models shows that our GAN-based brush produces the sharpest and most detailed outputs while preserving image context while the evaluated state-of-the-art models tend towards blurrier results and exhibit difficulties in maintaining contextual consistency.
