My point is that the code only affects the experience indirectly because they interact with the output of it rather than looking at it directly. The assets aren't as much of a process as the output themselves.
I'm still not seeing how these are comparable. As a developer, I can come up with the exact details of the behavior I think players should experience and manually write code for it, or someone with no development skills can come up with the exact details they want players to experience independent of the code and have an LLM do it.
For art assets, I would not be able to express the exact details of what it should look like up front to the LLM; I'd either need to implement it manually, or I'd need to let the LLM decide the details of the actual user-facing experience rather than just the implementation of the experience I've defined myself (and manually tested to ensure it's identical). That seems like a fundamental difference in terms of code and art assets; the actual user-facing experience of the output of code is further downstream of the way it's produced than the user-facing experience of the output of art assets.
I still don't see any difference with both, there's no product shortcut, in both cases the LLM makes choices on your behalf. On the coding side, it will pick what is the most likely on the parts you haven't specified (remember that any sufficiently detailed spec is just code) and on the modeling side, it will also pick what is the most likely from the parts you haven't specified.
I'm going to pick a real example to illustrate it. Let's say you want to code a 3d sea with waves and everything, there's 1000 ways to do it with every different style you can imagine. If you just say to the LLM "make me a 3d sea", the LLM will make a lot of choices on your behalf and it will influence the art of the game. Even if you have an art director writing a full page on how it should look like, there's STILL missing details that you'd have to figure out on the coding side (and thus, will be decided by the LLM instead of you if you used one)
Maybe if you did it yourself, you would have picked a different solution, different maths, different shaders and the result would be nothing like the LLM has made.