The other people interviewed answer those questions if you keep reading
“It really weighed on the creativity of my role, and again, spat in the face of my expertise”, [Ricky says]. “It wasn’t just this though; the tool itself lacks the intent, context, and limitations of what we’re doing. It doesn’t have other aspects of the project, influences, references, or personal experiences in the back of its mind, because it doesn’t have a mind. Whenever we design something for a game, it’s drawn from somewhere, influenced by other things, and filtered through our own experiences as a human. These AI ideas lose ALL of that…"
“What follows from these discussions is me explaining why, usually over hours rather than minutes, that these tools have no place in a professional game development pipeline or production and actually hinder the development of visuals”, Francis says. “I also find myself explaining to them how the iteration and ‘idea’ phase of a project is where the best stuff happens, how exploring things through artistic labor is where your best ideas come to fruition, and why would we want an AI (that we don’t even own) to do that for us with art that isn’t ours to use?”
The other people interviewed answer those questions if you keep reading
(Edited for formatting)
Sounds like he is in the wrong place then; his employees see it different. Go somewhere else and watch them burn.