How do we prepare digital artists for an industry that both requires AI and forbids it?
In a screening I conducted of entry-level digital art jobs, 22% requested generative AI knowledge, while 5% explicitly prohibited AI use. Most said nothing.
That creates a difficult problem for educators: ignoring AI may leave students unprepared, but over-relying on it may make them unemployable in parts of the industry.
My approach has been to focus first on what matters regardless of the tool: creative process and decision-making.
In my Digital Illustration course, students recently worked from a sci-fi design brief. For my demo, I designed a massive sea creature called a Vent Back.

I analyzed the brief, gathered reference, explored thumbnails, selected a direction, and refined the design. Only after the concept was established did I introduce AI, using my drawings and brief to generate final rendered explorations.
That raises a question I think our field needs to wrestle with:
If the idea, research, design, and decisions are human, but the final rendering is machine-assisted, at what point does it stop being “art”?
Production art has long separated design from execution through outsourcing, specialization, and art direction. AI complicates that relationship further.
For educators, I think the answer is increasingly to teach students three things:
How to create without AI.
How to work with AI.
And when not to use it.
The industry currently demands all three.

