I can’t point to a game that has used Generative Tech art or text, but to note on the more general question of ‘consuming vs producing AI…’
I’ve come up with a general rule: the most invested and interested person in a the generative tech process is the person writing the prompt. Every other person is some fraction of interest below that point.
There may be some particular novelty or uniqueness to the image or text that strikes a downstream consumer, but the very nature of the process is that it creates such a volume of content that even a spark of novelty gets drowned out. (That’s pages of text, or many dozens of similar images on a theme.)
Now, this isn’t just being said as an anti-AI polemic; but to offer that perhaps the most interesting implementations of this tech isn’t in ‘producing’ content to be ‘consumed’ in a very linear process: prompt to game-text at a descriptive level, or prompt to game-image as a main image or illustration.
But if I wanted to generate descriptions of many, many, similar-but-not-the-same things, like room descriptions for example, where the whole point is to have slight variation, well, then it could come in very handy, though would still probably take some editing.
For example, let’s say I’m making an IF game where you are wandering through a modern office building. I want there to be hundreds of offices you could poke into for verisimilitude, but the scale itself is texture, not narrative direction. Now getting ten pages of paragraphs describing individual modern offices might be perfect. Though of course, I’d want to make sure the game design makes it clear that the player isn’t meant to go into every room. Kind of like how Dwarf Fortress creates a whole world, but it isn’t really meant to be explored fully, the same way one might try to find everything in Skyrim.
Or if it’s a visual game, not generating the main art, but generating some of those things that would help fill the art but aren’t part of the overall intent. If you can go room-to-room, maybe it’s generating some of the vague art on the walls or the pictures on the dresser, that kind of thing. Stuff the player will not focus on, but by having a little extra, adds more texture.
(Those examples are vague and not fully thought out, but hopefully the point still makes sense.)