AI has been used to help develop the game's cover art.
- Creator
- Hard Shark Games
- Reviews
- -
- Added
- Mar 18, 2026
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AI has been used to help develop the game's cover art.
* A few of the sound effects * The background image in the marketing materials * AI coding tools were used for the code base
Used for some UI background
The store logo and some background images are generated by ai.
In our game, we use AI to generate textures dynamically, allowing for more diverse and detailed environments. This AI-driven approach enables the creation of unique visual assets without relying entirely on manual design, saving time while enhancing the game's aesthetic.
AI has been used to help develop the game's cover art.
To focus more effort on refining the script and optimize costs, AI tools have been used to assist in creating background images within the game. These background images are produced through a combination of AI generation and manual refinement, with flaws corrected and style consistency ensured. Except for the background images, all core content of the game (including character illustrations, music, and the script) is original work created manually, with no AI involved.
The magic circle pattern was generated by AI.
Some of the images on this store page were generated with the help of AI and then manually edited to match the visual style of the game.
部分动画效果和物品图标采用AI 生成
Some assets were developed working with large language models.
Art is AI made. Everything is voice acted but What is said is partly made by AI As far as what the voice actor is saying. Some Dialogue and main idea of the story is developer made.
This store page is temporarily translated with AI. Will be replaced with human translations upon release.
AI has been used to help develop the game's cover art.
We are using an AI-generated capsule image for our market research and testing phase. Once we wrap up these tests, we will create and share the final hand-painted capsule art.
> The player’s two robotic companions, the assistant Helena and the radio host, use AI voice synthesis. > Some visual assets, such as menu art, environmental textures, and achievement icons, were created with the help of AI image generation.
Only to create images and arts.
Ai voiceover for the trailer
This game includes some visuals and audio assets that were created using AI-assisted tools during development. No AI-generated content is created during gameplay.
Some of the visuals were generated with the help of Sora AI and then edited by me in Photoshop. Everything else — the music, the text, the story, and the characters — was made by a human. The AI was only used to help with the graphics."
Only penguin character in kayak on store page is AI generated
一部のテクスチャの作成には、生成AI(GPT)が利用されています。
AI tools were used as a creative assistant during development for certain visual elements and text drafts. All educational content, quiz structure, and gameplay design were carefully crafted and curated by the developer.
We used AI for the translation. Please excuse any awkward expressions.
AI has been used occasionally to assist with coding and, more rarely, for refining visual elements. However, the vast majority of the game has been developed without the use of AI.
As an independent developer, I generated code, 3D models, and textures using AI-based programs.
Some of the user interface (UI) visuals in the game were created with the help of AI-powered tools. These elements have been carefully refined and adapted to enhance the overall atmosphere and visual experience of the game.
We use generated images as placeholders
Generative AI was used to assist in the early creation stages of a small portion of the game's 2D images. These assets were subsequently refined and heavily edited by hand to match the game's final artistic style and quality standards.
Most StoryBay images are AI generated. Most of the Radio musical song tracks are AI generated. Most of the spoken dialog is AI generated.
Some images used within the puzzles were generated using artificial intelligence. Interface texts and subtitles were translated with the help of artificial intelligence.
This game used generative AI as an assistive tool during development to expand the scope of content production and improve workflow efficiency. The specific areas of use are as follows: Art: AI was used to create most of the background images that establish the game’s historical atmosphere, to enhance the quality of the main character concept art, to create extra character images, and to produce UI icons. All AI-generated visual assets were retouched and edited by artists to match the game’s direction and visual tone. Text and Localization: AI was used to draft large volumes of newspaper articles, public reactions, and text used in minigames. AI was also used to assist with proofreading, context checking, and drafting or reviewing some localized text. All AI-generated or AI-assisted results were reviewed, edited, and adjusted directly by the development team before being used in the game.
In developing the game, we used AI (Eleven Labs) for just one voiceover, while the remaining three characters are voiced by actors.
Some shop-themed images are AI-generated, and some in-game monster and character models are also created using AI.
Some UI elements in this game (e.g., board visuals, evidence images, etc.) were created using AI tools. These elements are used solely as visual aids in gameplay, and no AI-generated content was used for the game's main story or text.
AI was used in the creation of Natalie's model.
During development, we mainly used it to generate and complete code. We also used it to improve work efficiency by proofreading some text and converting images to black and white for verification.
Players can generate unique lines for stories based on their text input within their adventure. Additionally, the actions and thoughts of the NPCs players interacted with are controlled through Lattice AI Technology, enabling more engaging and intuitive interactions.
Some art assets in this game were generated using AI.
I used AI-generated images to set up my shop page. Furthermore, all the icons in the game are AI-generated. I also had AI voices (languages) for NPCs generated by AI.
AI was used to create some store capsules and library photos, which were then Photoshopped. No in-game AI generation.
Uses some AI generated art
We used a few pre-rendered images as internal references for proportions and framing. However, all-ingame visuals are original pixel art creations with our palettes, handcrafted by our team to ensure consistency and authenticity.
We used AI tools behind the scenes to make the game more vibrant, varied and polished. AI helped us brainstorm and sketch dozens of unique sea creatures and environments, generate high-quality textures and animations faster, and even suggest balanced enemy behaviors so each battle feels fair and fun. Thanks to AI assistance, our team could focus on crafting the best gameplay moments—AI simply sped up routine tasks, letting us fill the world with more creativity and detail.
Some artwork and assets (like images) were made with generative AI during development. No AI generates live content — all gameplay is static, hand-curated, and fixed at release.
Some AI-generated assets are currently used as placeholders. These will be replaced with human-made assets before release.
I’ve used tools like Image Creator, Meshy, and assets from the Unreal Fab Shop some of which include AI-assisted content. These resources complement my own custom-made models and help fill creative gaps when needed. Final in-game assets will be a mix of original and properly licensed content. Most AI-generated content in my project is based on models I’ve created myself. I was born speaking French and English isn’t my native language, so I’ve used AI tools to help refine and improve my writing. From game dialogue to story descriptions and Kickstarter text, AI helps me correct grammar and make my ideas easier to read and understand for a broader audience. The creative direction and story are completely mine it just helps me express it better!
Some visual and textual elements in this game were created with the assistance of generative tools and were then edited, curated, and integrated as part of the overall artistic development process.
In the game's store page visuals, in-game images, music and voice-overs were created by artificial intelligence.
To improve efficiency during the prototyping stage, the current demo version of our project temporarily uses AI-generated assets as placeholders for some background elements. We want to be clear that in the final version of the game, these placeholder assets will be entirely removed. All graphics will be replaced with 100% original artwork created by our in-house artists. This is our firm commitment to ensuring a unique and high-quality experience for all players.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Pilot Force Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Fox! Hen! Bag! - Supporter Edition In-game content audioartcode | * A few of the sound effects
* The background image in the marketing materials
* AI coding tools were used for the code base | Niflheim | - | Mar 18, 2026 | |
放置:刷几把地牢 art | Used for some UI background | JianBing | - | Mar 18, 2026 | |
Under the apocalypse Store/marketing art | The store logo and some background images are generated by ai. | 陈家豪 | - | Mar 18, 2026 | |
I Wish You Well Live AI art | In our game, we use AI to generate textures dynamically, allowing for more diverse and detailed environments. This AI-driven approach enables the creation of unique visual assets without relying entirely on manual design, saving time while enhancing the game's aesthetic. | AtarioVanix | - | Mar 18, 2026 | |
Homebound: Escape Room Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
贤者:灵辉之焰 The Sage's Spirit: Shining Flame In-game content art | To focus more effort on refining the script and optimize costs, AI tools have been used to assist in creating background images within the game. These background images are produced through a combination of AI generation and manual refinement, with flaws corrected and style consistency ensured.
Except for the background images, all core content of the game (including character illustrations, music, and the script) is original work created manually, with no AI involved. | 缨时Time_Tassel | - | Mar 18, 2026 | |
Relic of the Dungeon In-game content art | The magic circle pattern was generated by AI. | RainBlitz | - | Mar 18, 2026 | |
Insomnia: Chapter One Store/marketing art | Some of the images on this store page were generated with the help of AI and then manually edited to match the visual style of the game. | Melon Polygons | 122 | Mar 18, 2026 | |
我穿越回末世5天前 In-game content art | 部分动画效果和物品图标采用AI 生成 | 浔曜 | - | Mar 18, 2026 | |
Trial of Ariah Unclear | Some assets were developed working with large language models. | 30 Minute Games | 12 | Mar 18, 2026 | |
Vein-Weaver Knitting In-game content artaudiotext | Art is AI made.
Everything is voice acted but
What is said is partly made by AI
As far as what the voice actor is saying.
Some Dialogue and main idea of the story is
developer made. | Chris Allen | - | Mar 18, 2026 | |
Cozy Rabbit Hole In-game content text | This store page is temporarily translated with AI.
Will be replaced with human translations upon release. | Schackmann's | - | Mar 18, 2026 | |
Toy Car Race Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Ocean Keeper Co-op Store/marketing art | We are using an AI-generated capsule image for our market research and testing phase. Once we wrap up these tests, we will create and share the final hand-painted capsule art. | RetroStyle Games | 142 | Mar 18, 2026 | |
Rise of Atom In-game content audioart | > The player’s two robotic companions, the assistant Helena and the radio host, use AI voice synthesis.
> Some visual assets, such as menu art, environmental textures, and achievement icons, were created with the help of AI image generation. | Glass Bubble Software | 28 | Mar 18, 2026 | |
SeArena Store/marketing art | Only to create images and arts. | Erich Meurer | - | Mar 18, 2026 | |
Before They Catch Us In-game content audio | Ai voiceover for the trailer | ANTertainment | 12 | Mar 18, 2026 | |
Laundromat In-game content artaudio | This game includes some visuals and audio assets that were created using AI-assisted tools during development. No AI-generated content is created during gameplay. | Rafael Matias | - | Mar 18, 2026 | |
Faint Echo In-game content art | Some of the visuals were generated with the help of Sora AI and then edited by me in Photoshop. Everything else — the music, the text, the story, and the characters — was made by a human. The AI was only used to help with the graphics." | Agard Games | - | Mar 18, 2026 | |
Waddle Paddle Store/marketing art | Only penguin character in kayak on store page is AI generated | AtomicTaco | - | Mar 18, 2026 | |
学園迷宮 | School Corridor In-game content art | 一部のテクスチャの作成には、生成AI(GPT)が利用されています。 | 学園迷宮制作員会 | 17 | Mar 18, 2026 | |
Quiz Hero Chinese Numbers In-game content arttext | AI tools were used as a creative assistant during development for certain visual elements and text drafts. All educational content, quiz structure, and gameplay design were carefully crafted and curated by the developer. | Francesco Pallucchini | - | Mar 18, 2026 | |
Defend The Dungeon In-game content text | We used AI for the translation. Please excuse any awkward expressions. | Earth Heroes Games | - | Mar 18, 2026 | |
Donjon Dev only codeart | AI has been used occasionally to assist with coding and, more rarely, for refining visual elements. However, the vast majority of the game has been developed without the use of AI. | SIXDOTS | - | Mar 18, 2026 | |
Haunted: Village In-game content codeart | As an independent developer, I generated code, 3D models, and textures using AI-based programs. | Panderma Games | - | Mar 18, 2026 | |
Dig For Riches In-game content art | Some of the user interface (UI) visuals in the game were created with the help of AI-powered tools. These elements have been carefully refined and adapted to enhance the overall atmosphere and visual experience of the game. | OxygenStudio | 20 | Mar 18, 2026 | |
Tojimon Islands Dev only art | We use generated images as placeholders | Survive The Goose Attack! | - | Mar 18, 2026 | |
Why's It Getting DARKER?! In-game content art | Generative AI was used to assist in the early creation stages of a small portion of the game's 2D images. These assets were subsequently refined and heavily edited by hand to match the game's final artistic style and quality standards. | Kenan'sGames | - | Mar 18, 2026 | |
FARCRAFT In-game content artaudiotext | Most StoryBay images are AI generated.
Most of the Radio musical song tracks are AI generated.
Most of the spoken dialog is AI generated. | Riitoken | - | Mar 18, 2026 | |
The Path of the Sunflower In-game content arttext | Some images used within the puzzles were generated using artificial intelligence.
Interface texts and subtitles were translated with the help of artificial intelligence. | Arthela Studios | - | Mar 18, 2026 | |
The Newspapers of the day In-game content arttext | This game used generative AI as an assistive tool during development to expand the scope of content production and improve workflow efficiency. The specific areas of use are as follows:
Art: AI was used to create most of the background images that establish the game’s historical atmosphere, to enhance the quality of the main character concept art, to create extra character images, and to produce UI icons. All AI-generated visual assets were retouched and edited by artists to match the game’s direction and visual tone.
Text and Localization: AI was used to draft large volumes of newspaper articles, public reactions, and text used in minigames. AI was also used to assist with proofreading, context checking, and drafting or reviewing some localized text.
All AI-generated or AI-assisted results were reviewed, edited, and adjusted directly by the development team before being used in the game. | divingstudio | - | Mar 18, 2026 | |
Cave Crave VR In-game content audio | In developing the game, we used AI (Eleven Labs) for just one voiceover, while the remaining three characters are voiced by actors. | 3R Games S.A. | 128 | Mar 18, 2026 | |
Tomb of No End: Lost Squad In-game content art | Some shop-themed images are AI-generated, and some in-game monster and character models are also created using AI. | YogurtGames | - | Mar 18, 2026 | |
EGO :: Exit Protocol In-game content art | Some UI elements in this game (e.g., board visuals, evidence images, etc.) were created using AI tools.
These elements are used solely as visual aids in gameplay, and no AI-generated content was used for the game's main story or text. | MinCheol | - | Mar 18, 2026 | |
Why Did You Leave Me Like This? In-game content art | AI was used in the creation of Natalie's model. | LeahGames | - | Mar 18, 2026 | |
memOriedit Dev only codetextart | During development, we mainly used it to generate and complete code. We also used it to improve work efficiency by proofreading some text and converting images to black and white for verification. | いちか鉢 | - | Mar 18, 2026 | |
Engram Live AI text | Players can generate unique lines for stories based on their text input within their adventure. Additionally, the actions and thoughts of the NPCs players interacted with are controlled through Lattice AI Technology, enabling more engaging and intuitive interactions. | sitoka | - | Mar 18, 2026 | |
Busty Barrister Barbara In-game content art | Some art assets in this game were generated using AI. | Baller Industries | - | Mar 18, 2026 | |
Robinsons Simulations World In-game content artaudio | I used AI-generated images to set up my shop page. Furthermore, all the icons in the game are AI-generated. I also had AI voices (languages) for NPCs generated by AI. | GameChangeKiller | - | Mar 18, 2026 | |
TheVillage Possession Store/marketing art | AI was used to create some store capsules and library photos, which were then Photoshopped. No in-game AI generation. | GlitchMind Games | - | Mar 18, 2026 | |
Valhol Store/marketing art | Uses some AI generated art | MDH Software | - | Mar 18, 2026 | |
1964 Operation Velvet Twins In-game content art | We used a few pre-rendered images as internal references for proportions and framing. However, all-ingame visuals are original pixel art creations with our palettes, handcrafted by our team to ensure consistency and authenticity. | SEEP | - | Mar 18, 2026 | |
Little island In-game content arttext | We used AI tools behind the scenes to make the game more vibrant, varied and polished. AI helped us brainstorm and sketch dozens of unique sea creatures and environments, generate high-quality textures and animations faster, and even suggest balanced enemy behaviors so each battle feels fair and fun. Thanks to AI assistance, our team could focus on crafting the best gameplay moments—AI simply sped up routine tasks, letting us fill the world with more creativity and detail. | Fantasy Vortex | - | Mar 18, 2026 | |
The Kitchen Knife In-game content art | Some artwork and assets (like images) were made with generative AI during development. No AI generates live content — all gameplay is static, hand-curated, and fixed at release. | One Hand Studio | - | Mar 18, 2026 | |
Stranger Than Fiction In-game content artaudiocodetext | Some AI-generated assets are currently used as placeholders. These will be replaced with human-made assets before release. | Incisive Games | - | Mar 18, 2026 | |
Soulworld In-game content textart | I’ve used tools like Image Creator, Meshy, and assets from the Unreal Fab Shop some of which include AI-assisted content. These resources complement my own custom-made models and help fill creative gaps when needed. Final in-game assets will be a mix of original and properly licensed content.
Most AI-generated content in my project is based on models I’ve created myself.
I was born speaking French and English isn’t my native language, so I’ve used AI tools to help refine and improve my writing. From game dialogue to story descriptions and Kickstarter text, AI helps me correct grammar and make my ideas easier to read and understand for a broader audience. The creative direction and story are completely mine it just helps me express it better! | Emilie Lampron | - | Mar 18, 2026 | |
Eternal Afternoon In-game content arttext | Some visual and textual elements in this game were created with the assistance of generative tools and were then edited, curated, and integrated as part of the overall artistic development process. | Alex Klexber | 378 | Mar 18, 2026 | |
Grandma, Is That You? In-game content artaudiotext | In the game's store page visuals, in-game images, music and voice-overs were created by artificial intelligence. | Montee Games | 93 | Mar 18, 2026 | |
Replica Club √D In-game content art | To improve efficiency during the prototyping stage, the current demo version of our project temporarily uses AI-generated assets as placeholders for some background elements.
We want to be clear that in the final version of the game, these placeholder assets will be entirely removed. All graphics will be replaced with 100% original artwork created by our in-house artists. This is our firm commitment to ensuring a unique and high-quality experience for all players. | Mnts | - | Mar 18, 2026 |