Built in Rust tells me a certain bar has been reached. Tells me the team went through a lot of effort to do their best. And the mature tooling makes it easy for me to evaluate and confirm my assumptions. So yes, positive marketing in my case.
In our game studio, engineers are creating lots of developer art on their own. But the real productivity booster is coming from artists using language models to generate entire art pipeline scripts. Several Python scripts to automate Blender3D and offline asset post-processing. Many artists are also changing shaders by asking language models to modify existing code.
You should consider surrounding yourself with people that can tell the story. It's common to not be able or willing to tell your own story. Others can carry or lift this weight for you, and take it where it needs to go.
When your AI models operate on a vectorized space, then yes. Pipelines from real-to-vectorspace and synthetic-to-vectorspace can be extremely indistinguishable from each other. Basically a video game. This makes training on synthetic data extremely effective, if not for real inference, at the very least for transfer and curriculum learning.
We’ve been able to build a mobile/web hybrid ride-sharing app using Yew/GraphQL. A robot Lego-like 3D builder, with Yew interop with ThreeJS. And a full 3D web game with Yew hosting a Bevy game. Everything packed with trunk.
It’s still a bit rough around the edges but the Rust benefits more than makes up for it.
Usually not an issue with very interactive apps. We have a similar workflow targeting web and desktop, but Rust + WASM. Using BevyEngine for real-time apps, and Yew for web apps.