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This game uses AI-assisted tools for localization. Some in-game translations and voice-over narration are generated with the support of artificial intelligence. While we strive for accuracy and quality, minor inconsistencies may occur.
In "Lone Howl", artificial intelligence is utilised carefully and responsibly to enhance the player's experience in various aspects of the game:
Images and Banners: We have used AI beforehand to create some of the banners and loading screen images you will encounter throughout the game. This allows us to generate unique visuals that capture the dark and mystical atmosphere of the "Lone Howl" universe. It’s important to note that these images were generated prior to release and do not involve any adaptation or analysis based on player behaviour.
Translations: AI is also employed to assist with the translation of the game into different languages, ensuring that the narrative and dialogues maintain their essence and fluency, regardless of the language in which the game is played.
Dialogue and Voices: Some of the characters' dialogue and voices were generated or enhanced using AI. This allowed us to bring characters and creatures to life with a vocal diversity that enriches the player's immersion.
It’s important to highlight that we do not use algorithms that study or analyse players. All AI use in "Lone Howl" is applied statically, with the goal of complementing the experience without compromising privacy or the authenticity of the content.
Some elements of the game have been generated using AI, including few background images, two general songs. Additionally AI was used to modify some game textures, AI was used to modulate recorded voices to better fit the outlook of 3D modelled characters, and some elements of the user interface were translated using AI.
MI:ND is a game that could not exist before AI. In every interaction you can say or do whatever you want, and the game will respond with a completely unique interaction and dialogue directly to you.
NO AI WAS USED IN THE CREATION OF ANY ART ASSETS, MUSIC OR WRITING. AI IS ONLY USED FOR CHARACTER INTERACTIONS AND MECHANICS.
Built with Llama
All AI models are run on the user's machine using their GPU. No data usage is sent to us and the game can be played offline.
The AI is character-based. Each character has their own model and will respond and react to player interaction in a specific way, each providing a unique challenge. As the player progresses through the year in Millennium Whisper, they will build relationships with the characters as all interactions are fed to the models and the characters rate their affection levels towards the player. The challenge comes from the player needing to juggle their social relationship with all the characters at once as characters have the ability to communicate with eachother by spreading rumours thereby allowing neglected characters to sabotage the player's relationship with other characters. The characters will also accept or reject date invites from the player or author their own date invitations. At the end of the game the AIs evaluates which character the player ends up with.
Some of the game icons and music used in the DEMO version were generated by AI. In the official release, we will replace these assets.The localized translation of the game is done using AI.
In the development of our game, we incorporated AI tools to enhance various aspects of the creative process. Our game uses generative models for creating and editing images, sound mixing, and text translation. These AI tools were utilized to improve quality and efficiency, allowing the development team to concentrate on crafting the narrative, gameplay, and overall design. The AI played a supportive role, assisting with technical tasks while the core vision and creative direction were driven by the team.
We used AI to create the capsules and library logos for the game's store page.
The voices in the trainer and customer dialogues were created using artificial intelligence.
This game uses generative AI to improve both the development process and gameplay features. During development, AI tools were utilized to generate certain text, visual, and audio assets.
All AI-generated content is reviewed and controlled to ensure it aligns with the game's design and provides a safe experience for players.
Yes, we used AI tools in a limited capacity during the development of our game. Specifically, AI was utilized for certain aspects of the game's text, such as crafting the Steam page description, and for some pieces of code. However, the core development, design, and creative processes were driven by our team(me). The use of AI was supplementary, aimed at enhancing productivity and efficiency, rather than shaping the core elements of the game.
Illustrations and UI visual elements were created with the assistance of AI tools and subsequently refined and optimized manually. Portions of the text were developed based on suggestions from Large Language Models (LLMs) and underwent final manual review and stylistic polishing by the developer.
We used AI technology to generate the music for Proportions. We also used text generation to help us translate the description of Proportions in english.
I use Ai to aid in a variety of topics such as 2D artwork such as UI elements as well as help with ques and dialog ideas. Music is also designed by Ai.
AI tools were used during development for coding assistance, icon concepts, and marketing materials. All in-game 3D environments and gameplay are handcrafted.
The game was created by two brothers, and one of them is 2D artist, who uses both manual drawing and AI assistance. With just manual drawing, it would never be possible to create this amount of art with this team. And we have no budget to hire additional artists. Similar situation with localization.
We have used AI to generate a part of the story text, story images and story voice. We are also using AI to make the opponents move automatically in direction of the player.
AI has been used in a limited way* for the following aspects: Text Localization, Speech Localization and Musical Audio.
*The base was AI-generated, but the transformative creation built upon it stands as an original work. (Text was controlled by a human, the voice and musical audio were edited and reworked by a human)
The game uses artificial intelligence (AI) as assistance for language translations and the creation of some secondary character avatars. All main story content, dialogue, and core design elements were handcrafted by our team.
Beneath The Six features an AI narrator who serves as a dungeon master to guide you and comment on your experiences in the daily generated content.
We commissioned actor Tom Canton (The Witcher TV series) to record a library of dialogue. This was then used by ElevenLabs to train the AI voice. Both Magicave and ElevenLabs have a commitment to ensuring the rights of voice actors are protected. Magicave has assigned ownership of the AI voice to Tom Canton, licensing it from him for use in the game, while allowing him the freedom to use his AI voice in other media – whether games, voiceovers, animations, audiobooks or movies (https://www.gamewatcher.com/news/beneath-the-six-turn-based-roguelike).
Each day we generate new daily content for the dungeon and arena. As part of this we pass the generation data to an LLM to create dialogue for the AI narrator so they can comment on the content included for that day.
Some of the daily generated content for the arena and dungeon modes use an LLM to create names for two other purposes. One is for creating the name of any Champion enemies which appear in the dungeon. The other is for creating a name for the daily arena run.
Trailer is made by using generative AI image with text animations with the app itself. Also store image assets are partly generated with Ai. Application itself does not provide AI services built-in
The images of the game on Steam (not screenshots) are made partly with the help of AI, but are heavily modified manually by the artist.
Also, translation into all languages except Russian was created using AI.
This game does not use generative AI to create live gameplay content or code.
However, during development and marketing, certain assets were created or assisted using AI tools:
Visual assets:
Some in-game artwork, UI elements (including icons, buttons, and portraits), as well as promotional visuals used on the Steam store page were initially generated or assisted using AI image generation tools.
In addition, achievement icons were created with the help of AI and later manually refined and finalized by the developer to ensure consistency with the game’s artistic direction.
Localizations:
All translations (except Russian and Ukrainian) were produced using AI-powered translation services without human proofreading.
Audio assets:
A portion of the sound effects was generated or assisted using AI tools and then mixed, processed, and adjusted by the developer.
All AI-assisted content was manually reviewed, edited, and approved by the developer to ensure it aligns with the game’s visual style, tone, and quality standards.
When user chat while playing a game, users will be communicating with the LLM model and make a voice Azure TTS.
The Character appearance is an image pre-generated using generative AI.
This game uses AI-assisted tools for localization. Some in-game translations and voice-over narration are generated with the support of artificial intelligence. While we strive for accuracy and quality, minor inconsistencies may occur.
In "Lone Howl", artificial intelligence is utilised carefully and responsibly to enhance the player's experience in various aspects of the game:
Images and Banners: We have used AI beforehand to create some of the banners and loading screen images you will encounter throughout the game. This allows us to generate unique visuals that capture the dark and mystical atmosphere of the "Lone Howl" universe. It’s important to note that these images were generated prior to release and do not involve any adaptation or analysis based on player behaviour.
Translations: AI is also employed to assist with the translation of the game into different languages, ensuring that the narrative and dialogues maintain their essence and fluency, regardless of the language in which the game is played.
Dialogue and Voices: Some of the characters' dialogue and voices were generated or enhanced using AI. This allowed us to bring characters and creatures to life with a vocal diversity that enriches the player's immersion.
It’s important to highlight that we do not use algorithms that study or analyse players. All AI use in "Lone Howl" is applied statically, with the goal of complementing the experience without compromising privacy or the authenticity of the content.
Some elements of the game have been generated using AI, including few background images, two general songs. Additionally AI was used to modify some game textures, AI was used to modulate recorded voices to better fit the outlook of 3D modelled characters, and some elements of the user interface were translated using AI.
MI:ND is a game that could not exist before AI. In every interaction you can say or do whatever you want, and the game will respond with a completely unique interaction and dialogue directly to you.
NO AI WAS USED IN THE CREATION OF ANY ART ASSETS, MUSIC OR WRITING. AI IS ONLY USED FOR CHARACTER INTERACTIONS AND MECHANICS.
Built with Llama
All AI models are run on the user's machine using their GPU. No data usage is sent to us and the game can be played offline.
The AI is character-based. Each character has their own model and will respond and react to player interaction in a specific way, each providing a unique challenge. As the player progresses through the year in Millennium Whisper, they will build relationships with the characters as all interactions are fed to the models and the characters rate their affection levels towards the player. The challenge comes from the player needing to juggle their social relationship with all the characters at once as characters have the ability to communicate with eachother by spreading rumours thereby allowing neglected characters to sabotage the player's relationship with other characters. The characters will also accept or reject date invites from the player or author their own date invitations. At the end of the game the AIs evaluates which character the player ends up with.
Some of the game icons and music used in the DEMO version were generated by AI. In the official release, we will replace these assets.The localized translation of the game is done using AI.
In the development of our game, we incorporated AI tools to enhance various aspects of the creative process. Our game uses generative models for creating and editing images, sound mixing, and text translation. These AI tools were utilized to improve quality and efficiency, allowing the development team to concentrate on crafting the narrative, gameplay, and overall design. The AI played a supportive role, assisting with technical tasks while the core vision and creative direction were driven by the team.
We used AI to create the capsules and library logos for the game's store page.
The voices in the trainer and customer dialogues were created using artificial intelligence.
This game uses generative AI to improve both the development process and gameplay features. During development, AI tools were utilized to generate certain text, visual, and audio assets.
All AI-generated content is reviewed and controlled to ensure it aligns with the game's design and provides a safe experience for players.
Yes, we used AI tools in a limited capacity during the development of our game. Specifically, AI was utilized for certain aspects of the game's text, such as crafting the Steam page description, and for some pieces of code. However, the core development, design, and creative processes were driven by our team(me). The use of AI was supplementary, aimed at enhancing productivity and efficiency, rather than shaping the core elements of the game.
Illustrations and UI visual elements were created with the assistance of AI tools and subsequently refined and optimized manually. Portions of the text were developed based on suggestions from Large Language Models (LLMs) and underwent final manual review and stylistic polishing by the developer.
We used AI technology to generate the music for Proportions. We also used text generation to help us translate the description of Proportions in english.
I use Ai to aid in a variety of topics such as 2D artwork such as UI elements as well as help with ques and dialog ideas. Music is also designed by Ai.
AI tools were used during development for coding assistance, icon concepts, and marketing materials. All in-game 3D environments and gameplay are handcrafted.
The game was created by two brothers, and one of them is 2D artist, who uses both manual drawing and AI assistance. With just manual drawing, it would never be possible to create this amount of art with this team. And we have no budget to hire additional artists. Similar situation with localization.
We have used AI to generate a part of the story text, story images and story voice. We are also using AI to make the opponents move automatically in direction of the player.
AI has been used in a limited way* for the following aspects: Text Localization, Speech Localization and Musical Audio.
*The base was AI-generated, but the transformative creation built upon it stands as an original work. (Text was controlled by a human, the voice and musical audio were edited and reworked by a human)
The game uses artificial intelligence (AI) as assistance for language translations and the creation of some secondary character avatars. All main story content, dialogue, and core design elements were handcrafted by our team.
Beneath The Six features an AI narrator who serves as a dungeon master to guide you and comment on your experiences in the daily generated content.
We commissioned actor Tom Canton (The Witcher TV series) to record a library of dialogue. This was then used by ElevenLabs to train the AI voice. Both Magicave and ElevenLabs have a commitment to ensuring the rights of voice actors are protected. Magicave has assigned ownership of the AI voice to Tom Canton, licensing it from him for use in the game, while allowing him the freedom to use his AI voice in other media – whether games, voiceovers, animations, audiobooks or movies (https://www.gamewatcher.com/news/beneath-the-six-turn-based-roguelike).
Each day we generate new daily content for the dungeon and arena. As part of this we pass the generation data to an LLM to create dialogue for the AI narrator so they can comment on the content included for that day.
Some of the daily generated content for the arena and dungeon modes use an LLM to create names for two other purposes. One is for creating the name of any Champion enemies which appear in the dungeon. The other is for creating a name for the daily arena run.
Trailer is made by using generative AI image with text animations with the app itself. Also store image assets are partly generated with Ai. Application itself does not provide AI services built-in
The images of the game on Steam (not screenshots) are made partly with the help of AI, but are heavily modified manually by the artist.
Also, translation into all languages except Russian was created using AI.
This game does not use generative AI to create live gameplay content or code.
However, during development and marketing, certain assets were created or assisted using AI tools:
Visual assets:
Some in-game artwork, UI elements (including icons, buttons, and portraits), as well as promotional visuals used on the Steam store page were initially generated or assisted using AI image generation tools.
In addition, achievement icons were created with the help of AI and later manually refined and finalized by the developer to ensure consistency with the game’s artistic direction.
Localizations:
All translations (except Russian and Ukrainian) were produced using AI-powered translation services without human proofreading.
Audio assets:
A portion of the sound effects was generated or assisted using AI tools and then mixed, processed, and adjusted by the developer.
All AI-assisted content was manually reviewed, edited, and approved by the developer to ensure it aligns with the game’s visual style, tone, and quality standards.
When user chat while playing a game, users will be communicating with the LLM model and make a voice Azure TTS.
The Character appearance is an image pre-generated using generative AI.