Artwork and portraits of fictional characters are generated using artificial intelligence.
- Creator
- Christian Hubel
- Reviews
- -
- Added
- Sep 12, 2026
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Artwork and portraits of fictional characters are generated using artificial intelligence.
Store page capsules were created using AI
This game uses generative AI extensively during development to assist with programming and to create art, music, and some written materials. All content included in the final game is manually reviewed, edited, and integrated; no content is generated in real time while the game is running.
Most of battle sounds come are authored but some voiceover is AI. I will provide option to disable all AI voices. If game budged grows i will reinvest it to get it replaced and sounds recorded by actual people.
Character portraits and environment artwork were generated using AI tools and reviewed, curated, and refined by the developer for final use. Narrator voice acting was generated using AI voice synthesis, directed and selected by the developer.
This game is currently in pre-alpha, and its visual assets are still evolving. Generative AI has been used as part of the asset creation process to help achieve more detailed and varied visuals than a purely simplistic low-poly approach. AI-generated elements are extensively iterated, customized, and integrated specifically for this game under direct developer oversight. The current assets should not be considered final. As development progresses, we plan to replace and improve them with better versions as the game's visual direction and production evolve.
Pre-generated AI was used for background music and ambient soundtrack generation. No live AI generation is used in the game.
Generative AI assisted with selected static UI artwork, icons, promotional illustrations, text and localization during development. The game does not generate AI content or connect to generative AI services during play. Gameplay screenshots show actual in-game rendering.
We've leveraged the capabilities of Generative AI technology to create some of the unique themed backgrounds, characters, and content elements featured in our game. This innovative approach allows us to deliver a richer, more immersive experience, filled with visually captivating and creatively inspired designs that enhance every moment of gameplay.
Generative AI has been used to assist with game coding during development and as visual reference material.
Some 2D art in this game was created with the assistance of AI image generation tools and then curated, pixel-processed and hand-corrected by the developer: backgrounds, story cutscene illustrations, card art, the title logo, and the Steam store assets. All game design, systems, balance, code and the original Korean script were written by the developer. The nine non-Korean localizations were produced with AI translation assistance and then reviewed and corrected in-game. The game does not generate any content with AI while you play, and it never connects to an AI service.
FBF Design use ai to help with the design and coding of the game.
Used for all the placeholder artwork / store page content.
I’m developing this game alongside my job and family life. So yes, I’ve used AI: without these tools, I probably would never have been able to bring a project of this scale to completion. I remain the creative lead, the developer, and the person making all the decisions about the game. I see AI as an employee or assistant that helps me on a daily basis: it allows me to work faster, solve certain problems, and accomplish things that would otherwise have taken much more time. Try the demo and make up your own mind: it’s up to you to decide whether it affects your enjoyment of the game in any way.
Some art assets in this game were created with the assistance of generative AI. AI-assisted tools were also used in the translation and localization of the English text. In addition, AI was used to assist with certain programming tasks during development. All AI-assisted output included in the game was manually reviewed, edited, and integrated by the developer.
Some 3D models and all card artwork in this game were created with the assistance of generative AI.
All supported languages are localized. English and Hungarian were translated manually, while all other languages were produced with AI assistance.
Pixel Metropolis is a human-designed, AI-implemented game. As its sole human creator, I am responsible for the game’s design, systems, architecture, quality assurance, extensive testing, art direction, and sound direction. Codex, primarily using OpenAI’s GPT-5.6 Sol model, has generated all of the game’s code and has been used to direct the creation and implementation of its visual and sound assets. The only non-generated assets are a small selection of CC0 sounds.
This game uses generative AI tools in the creation of artwork. This includes store page capsule images and logos, some in-game image assets, and marketing and Steam Community materials. All AI-generated output is reviewed internally before use. No content is generated by AI during gameplay.
We used generative AI tools during development in the following ways: 3D character models: The models for the supernatural guests (Nightmare, Goblin, Vampire, Devil), the merchant Djinn, and the trapped travelers were generated using AI tools (Meshy AI, with concept images from Google Gemini image models), then rigged, animated, retextured, lit, and integrated by hand in Unity. Store artwork: The capsule key art was created with AI image generation tools and composed by hand. Code: Portions of the game's source code were written with AI coding assistance and reviewed by the developer. All AI-generated content was created by the developer using licensed tools, and all final assets were manually edited, integrated, and tested. No AI-generated content is produced live during gameplay — everything shipped in the game is pre-made and fixed.
Generative AI was used to create some pre-generated audio assets, primarily background and menu music. These audio files were created during development and are included as static game assets.
I am a professional artist who lost the majority of my vision many years ago. Now legally blind, I use AI to generate base images and I create what I call "Hybrid Art", in which I combine my own art and skills with the generations to still create art that I love. This technique has been used in Hex & Tonic for card art, store page art, etc. I hope it brings you as much joy as I got creating for you.
Generative AI tools were used during development to assist in the creation and refinement of some music and sound effects.
I created the vast majority of the images, drawings, and text by hand. However, I did use AI from time to time.
Some of this game’s art assets and code are generated by AI.
AI tools were used to help create some in game assets. In all such cases, the final product reflects our team’s craft and creative vision.
AI tools were used during development to create pre-generated content. The game's text was translated from English into 16 additional languages using AI translation with automated consistency review. Game artwork and the soundtrack were created by the developer using generative AI tools; every asset was individually reviewed and curated before inclusion. Store page assets (screenshots, trailer, capsule art) depict or derive from this same game content. The game contains no live/runtime AI generation — all content is fixed at build time, and the game runs fully offline.
Some game assets — including weapon/UI icons, character voice lines, and key art — were created with the assistance of generative AI tools. All AI-generated content was reviewed and edited by the development team.
This game contains some content created with the assistance of AI tools, including but not limited to character concept designs, artwork, background music, and other visual/audio assets. All AI-generated content has been reviewed, modified, and integrated by the developer to ensure consistency with the game's overall style and quality. No AI-generated content is created in real-time during gameplay.
Props to you for checking this out! I used AI to help code some of the newer features and port this from my original mobile build as it saved a lot of dev time. Everything else—sounds, amateur vector art, and the remaining 85%+ of the code is completely human-crafted.
This game uses generative AI tools only to assist with text translations.
Some of the artwork in this game — including character portraits, user interface elements, map and battle backgrounds, unit sprites, and visual effects — was created with the help of generative AI image tools, then reviewed, corrected, and assembled by hand before being included in the game. Some sound effects were produced with AI audio tools in the same way. All of this content is generated ahead of time and is fixed in the shipped build. The game does not generate any content while you play, and it does not connect to any external AI service during gameplay.
Some of the game’s visual assets were created with the assistance of AI tools. All music featured in the game was created by human artists and is not AI-generated.
Generative AI is used to help modernize multiple image assets, including enhancement, upscaling, cleanup, and visual refinement. All AI-assisted assets are reviewed and finalized by the development team before use in the game.
Ai was used to create some artwork and a few of the 2d models
*Certain audio assets used in the game were created with the assistance of generative AI tools.* *All AI-assisted audio was reviewed, edited, mixed, and refined by the developer, with human input throughout the process to ensure it fits the game's atmosphere, artistic direction, and quality standards.*
Some 2D art assets and pre-rendered cinematic videos in this game were created with the help of generative AI tools, and were then manually reviewed, edited and retouched by the developer. Generative AI tools were also used to assist during development. The game does not generate any AI content at runtime.
AI generation was used in the concept art for the game that is currently on display with the game screenshots. We are currently working on making the real art for the game, but wanted to provide the artstyle that we are aiming towards. The game itself, including in-game current and future art, is human made.
Generative AI tools were used during development to assist with drafts and revisions of some pre-generated in-game text, interface copy, localization, and store and library artwork. All resulting content is selected, edited, and reviewed by the developer before shipping. The game does not generate content with AI at runtime.
Some assets in this game were created with the help of generative AI. Generative AI was used to produce background art, background music, sound effects, and in-game icons.
Localization and some art work assisted by AI tools
During the development of the video game DEPTH STRIKE, I used neural networks, but I did most of the work myself.
我在开发过程中使用了AI工具来生成部分3D模型和贴图及音频作为基础资产。所有由AI生成的资产在最终整合到游戏前,均经过了人工筛选、编辑和优化,以确保其符合游戏的艺术风格和质量标准。
As a small indie team, some of our initial localizations will use AI-assisted translation, and we hope to have them professionally reviewed and polished as our budget grows.
Some art assets including card illustrations, character and prop art were created with the assistance of generative‑AI tools during development. All AI‑assisted materials have been manually reviewed, edited and reworked. No content is dynamically generated by AI during gameplay.
i used ai for some images
Generative AI tools assisted with some pre-generated artwork, localization, and written copy during development. All included outputs were selected, reviewed, and edited by the developer before shipping. The game does not generate AI content during gameplay and does not connect to external AI services.
Generative AI tools were used during development to help create visual assets for this game, including character art, environments such as the temple, weapons, and other in-game artwork, as well as store and marketing images (capsule art, logo, and store background). All AI-assisted content was reviewed, edited, and finalized by the developer, who holds the rights to use it. No AI-generated content is created live during gameplay.
Generative AI tools were used during development as part of the production workflow for selected visual assets. All such assets were reviewed, refined, and integrated by the development team. No AI content is generated during gameplay, and the game does not connect to external AI services.
Some of the graphical and audio assets in this title were created with the assistance of generative AI tools. All AI-assisted content was reviewed, curated, and refined by our development team prior to release. This game does not use AI to generate any content in real time during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Wild West Express In-game content art | Artwork and portraits of fictional characters are generated using artificial intelligence. | Christian Hubel | - | Sep 12, 2026 | |
ONE MORE TERM Store/marketing art | Store page capsules were created using AI | ONE MORE TERM | - | Sep 12, 2026 | |
The Crooked Hand In-game content artaudiotextcode | This game uses generative AI extensively during development to assist with programming and to create art, music, and some written materials. All content included in the final game is manually reviewed, edited, and integrated; no content is generated in real time while the game is running. | chenjd | - | Sep 12, 2026 | |
pennants of glory: condottiere In-game content audio | Most of battle sounds come are authored but some voiceover is AI. I will provide option to disable all AI voices.
If game budged grows i will reinvest it to get it replaced and sounds recorded by actual people. | Confus Games | - | Sep 12, 2026 | |
Novo: The Colony In-game content artaudio | Character portraits and environment artwork were generated using AI tools and reviewed, curated, and refined by the developer for final use. Narrator voice acting was generated using AI voice synthesis, directed and selected by the developer. | Broken Future Games | - | Sep 12, 2026 | |
Project Oasis In-game content art | This game is currently in pre-alpha, and its visual assets are still evolving.
Generative AI has been used as part of the asset creation process to help achieve more detailed and varied visuals than a purely simplistic low-poly approach. AI-generated elements are extensively iterated, customized, and integrated specifically for this game under direct developer oversight.
The current assets should not be considered final. As development progresses, we plan to replace and improve them with better versions as the game's visual direction and production evolve. | Magma Studios | - | Sep 12, 2026 | |
Redline District In-game content audio | Pre-generated AI was used for background music and ambient soundtrack generation. No live AI generation is used in the game. | Dorotech | - | Sep 11, 2026 | |
Arcane Legion In-game content arttext | Generative AI assisted with selected static UI artwork, icons, promotional illustrations, text and localization during development. The game does not generate AI content or connect to generative AI services during play. Gameplay screenshots show actual in-game rendering. | MrLiuYX | - | Sep 11, 2026 | |
Chessfolk In-game content art | We've leveraged the capabilities of Generative AI technology to create some of the unique themed backgrounds, characters, and content elements featured in our game. This innovative approach allows us to deliver a richer, more immersive experience, filled with visually captivating and creatively inspired designs that enhance every moment of gameplay. | Space 64 | - | Sep 10, 2026 | |
Airline Magnate Dev only artcode | Generative AI has been used to assist with game coding during development and as visual reference material. | Parker Snow | - | Sep 10, 2026 | |
ANT HELL In-game content arttext | Some 2D art in this game was created with the assistance of AI image generation tools and then curated, pixel-processed and hand-corrected by the developer: backgrounds, story cutscene illustrations, card art, the title logo, and the Steam store assets. All game design, systems, balance, code and the original Korean script were written by the developer. The nine non-Korean localizations were produced with AI translation assistance and then reviewed and corrected in-game. The game does not generate any content with AI while you play, and it never connects to an AI service. | Basement Store | - | Sep 10, 2026 | |
Infinite Chess Dev only codeart | FBF Design use ai to help with the design and coding of the game. | FBF design | - | Sep 10, 2026 | |
The Nullway Store/marketing art | Used for all the placeholder artwork / store page content. | Quillcrest Studios | - | Sep 10, 2026 | |
No Scope CEO Dev only codetext | I’m developing this game alongside my job and family life. So yes, I’ve used AI: without these tools, I probably would never have been able to bring a project of this scale to completion.
I remain the creative lead, the developer, and the person making all the decisions about the game. I see AI as an employee or assistant that helps me on a daily basis: it allows me to work faster, solve certain problems, and accomplish things that would otherwise have taken much more time.
Try the demo and make up your own mind: it’s up to you to decide whether it affects your enjoyment of the game in any way. | Schloppa Games | - | Sep 10, 2026 | |
deal with the deep In-game content arttextcode | Some art assets in this game were created with the assistance of generative AI. AI-assisted tools were also used in the translation and localization of the English text. In addition, AI was used to assist with certain programming tasks during development. All AI-assisted output included in the game was manually reviewed, edited, and integrated by the developer. | 蓝莓谷游戏 | - | Sep 10, 2026 | |
Are You an Honest Merchant? In-game content art | Some 3D models and all card artwork in this game were created with the assistance of generative AI. | jepmem | - | Sep 10, 2026 | |
Genomino In-game content text | All supported languages are localized. English and Hungarian were translated manually, while all other languages were produced with AI assistance. | Nailed Games | - | Sep 10, 2026 | |
Pixel Metropolis In-game content artaudiocode | Pixel Metropolis is a human-designed, AI-implemented game. As its sole human creator, I am responsible for the game’s design, systems, architecture, quality assurance, extensive testing, art direction, and sound direction.
Codex, primarily using OpenAI’s GPT-5.6 Sol model, has generated all of the game’s code and has been used to direct the creation and implementation of its visual and sound assets. The only non-generated assets are a small selection of CC0 sounds. | Shamaan | - | Sep 10, 2026 | |
Azalea In-game content art | This game uses generative AI tools in the creation of artwork. This includes store page capsule images and logos, some in-game image assets, and marketing and Steam Community materials. All AI-generated output is reviewed internally before use. No content is generated by AI during gameplay. | RedGinkgo Games | - | Sep 10, 2026 | |
Cursed Backgammon In-game content artcode | We used generative AI tools during development in the following ways:
3D character models: The models for the supernatural guests (Nightmare, Goblin, Vampire, Devil), the merchant Djinn, and the trapped travelers were generated using AI tools (Meshy AI, with concept images from Google Gemini image models), then rigged, animated, retextured, lit, and integrated by hand in Unity.
Store artwork: The capsule key art was created with AI image generation tools and composed by hand.
Code: Portions of the game's source code were written with AI coding assistance and reviewed by the developer.
All AI-generated content was created by the developer using licensed tools, and all final assets were manually edited, integrated, and tested. No AI-generated content is produced live during gameplay — everything shipped in the game is pre-made and fixed. | Msadberk Games | - | Sep 10, 2026 | |
Draft Eleven In-game content audio | Generative AI was used to create some pre-generated audio assets, primarily background and menu music. These audio files were created during development and are included as static game assets. | WhiteWolfWeb | - | Sep 10, 2026 | |
Hex & Tonic In-game content art | I am a professional artist who lost the majority of my vision many years ago. Now legally blind, I use AI to generate base images and I create what I call "Hybrid Art", in which I combine my own art and skills with the generations to still create art that I love. This technique has been used in Hex & Tonic for card art, store page art, etc. I hope it brings you as much joy as I got creating for you. | Lorewright Studios | - | Sep 10, 2026 | |
Backstabbers In-game content audio | Generative AI tools were used during development to assist in the creation and refinement of some music and sound effects. | RedCollar Studio | - | Sep 10, 2026 | |
Lost Phone Dev only arttext | I created the vast majority of the images, drawings, and text by hand. However, I did use AI from time to time. | Théo Rlt | - | Sep 10, 2026 | |
Rouge Bang In-game content artcode | Some of this game’s art assets and code are generated by AI. | DREAMBEACON | - | Sep 10, 2026 | |
Solar Imperium In-game content artaudiotext | AI tools were used to help create some in game assets. In all such cases, the final product reflects our team’s craft and creative vision. | Node One Digital | - | Sep 9, 2026 | |
Embersong: History Is Yours In-game content artaudiotext | AI tools were used during development to create pre-generated content. The game's text was translated from English into 16 additional languages using AI translation with automated consistency review. Game artwork and the soundtrack were created by the developer using generative AI tools; every asset was individually reviewed and curated before inclusion. Store page assets (screenshots, trailer, capsule art) depict or derive from this same game content. The game contains no live/runtime AI generation — all content is fixed at build time, and the game runs fully offline. | Camis Publishers | - | Sep 9, 2026 | |
SPEARHEAD In-game content artaudio | Some game assets — including weapon/UI icons, character voice lines, and key art — were created with the
assistance of generative AI tools. All AI-generated content was reviewed and edited by the development team. | greenlightstudio | - | Sep 9, 2026 | |
Yummy Rumble In-game content artaudio | This game contains some content created with the assistance of AI tools, including but not limited to character concept designs, artwork, background music, and other visual/audio assets. All AI-generated content has been reviewed, modified, and integrated by the developer to ensure consistency with the game's overall style and quality. No AI-generated content is created in real-time during gameplay. | Jolly Studio | - | Sep 9, 2026 | |
Gambit Gardens Dev only code | Props to you for checking this out! I used AI to help code some of the newer features and port this from my original mobile build as it saved a lot of dev time. Everything else—sounds, amateur vector art, and the remaining 85%+ of the code is completely human-crafted. | NOODLEDREAMS | - | Sep 9, 2026 | |
Memo In-game content text | This game uses generative AI tools only to assist with text translations. | Divine Magic Games | - | Sep 9, 2026 | |
Three Kingdoms Online In-game content artaudio | Some of the artwork in this game — including character portraits, user
interface elements, map and battle backgrounds, unit sprites, and visual
effects — was created with the help of generative AI image tools, then
reviewed, corrected, and assembled by hand before being included in the
game. Some sound effects were produced with AI audio tools in the same way.
All of this content is generated ahead of time and is fixed in the shipped
build. The game does not generate any content while you play, and it does
not connect to any external AI service during gameplay. | GE Soft | - | Sep 9, 2026 | |
Starport Tycoon In-game content art | Some of the game’s visual assets were created with the assistance of AI tools.
All music featured in the game was created by human artists and is not AI-generated. | Michael Blum | - | Sep 9, 2026 | |
Tactical Commanders R In-game content art | Generative AI is used to help modernize multiple image assets, including enhancement, upscaling, cleanup, and visual refinement. All AI-assisted assets are reviewed and finalized by the development team before use in the game. | Choga soft Co.,Ltd | - | Sep 8, 2026 | |
Kingdoms Test Of Time In-game content art | Ai was used to create some artwork and a few of the 2d models | LD Gaming | - | Sep 8, 2026 | |
Praetor : Medieval TD In-game content audio | *Certain audio assets used in the game were created with the assistance of generative AI tools.*
*All AI-assisted audio was reviewed, edited, mixed, and refined by the developer, with human input throughout the process to ensure it fits the game's atmosphere, artistic direction, and quality standards.* | Gimdeka | - | Sep 7, 2026 | |
Fisher King TD In-game content art | Some 2D art assets and pre-rendered cinematic videos in this game were created with the help of generative AI tools, and were then manually reviewed, edited and retouched by the developer. Generative AI tools were also used to assist during development. The game does not generate any AI content at runtime. | 진주파파 | - | Sep 7, 2026 | |
Bouncer In-game content art | AI generation was used in the concept art for the game that is currently on display with the game screenshots. We are currently working on making the real art for the game, but wanted to provide the artstyle that we are aiming towards. The game itself, including in-game current and future art, is human made. | Wireframe Studios | - | Sep 7, 2026 | |
LINETAIN In-game content textart | Generative AI tools were used during development to assist with drafts and revisions of some pre-generated in-game text, interface copy, localization, and store and library artwork. All resulting content is selected, edited, and reviewed by the developer before shipping. The game does not generate content with AI at runtime. | AtsuK Works | - | Sep 7, 2026 | |
SOS :Should I Stay or Should I Hit In-game content artaudio | Some assets in this game were created with the help of generative AI. Generative AI was used to produce background art, background music, sound effects, and in-game icons. | AFTERTIME.INC | - | Sep 7, 2026 | |
Abarya In-game content arttext | Localization and some art work assisted by AI tools | Chase Walters | - | Sep 7, 2026 | |
DEPTH STRIKE Dev only | During the development of the video game DEPTH STRIKE, I used neural networks, but I did most of the work myself. | Victoria Games | - | Sep 7, 2026 | |
钓鱼加卡牌有没有搞头 In-game content artaudio | 我在开发过程中使用了AI工具来生成部分3D模型和贴图及音频作为基础资产。所有由AI生成的资产在最终整合到游戏前,均经过了人工筛选、编辑和优化,以确保其符合游戏的艺术风格和质量标准。 | 有没有搞头 | - | Sep 7, 2026 | |
Bottled Fantasy In-game content text | As a small indie team, some of our initial localizations will use AI-assisted translation, and we hope to have them professionally reviewed and polished as our budget grows. | MBTactIcs Lab | - | Sep 7, 2026 | |
麒麟刀 In-game content art | Some art assets including card illustrations, character and prop art were created with the assistance of generative‑AI tools during development. All AI‑assisted materials have been manually reviewed, edited and reworked. No content is dynamically generated by AI during gameplay. | Zyjoyland Games | - | Sep 7, 2026 | |
itmoves Unclear art | i used ai for some images | Catchy | - | Sep 6, 2026 | |
Ability Roulette - Last Round Express In-game content arttext | Generative AI tools assisted with some pre-generated artwork, localization, and written copy during development. All included outputs were selected, reviewed, and edited by the developer before shipping. The game does not generate AI content during gameplay and does not connect to external AI services. | VEB AUTOMEISHN LLC | - | Sep 6, 2026 | |
Jwala: Himalayan Temple Defense In-game content art | Generative AI tools were used during development to help create visual assets for this game, including character art, environments such as the temple, weapons, and other in-game artwork, as well as store and marketing images (capsule art, logo, and store background). All AI-assisted content was reviewed, edited, and finalized by the developer, who holds the rights to use it. No AI-generated content is created live during gameplay. | MonkVerse | - | Sep 6, 2026 | |
No One Gets Through In-game content art | Generative AI tools were used during development as part of the production workflow for selected visual assets. All such assets were reviewed, refined, and integrated by the development team. No AI content is generated during gameplay, and the game does not connect to external AI services. | Youyuan Network | - | Sep 6, 2026 | |
TurnLimit100 In-game content artaudio | Some of the graphical and audio assets in this title were created with the assistance of generative AI tools. All AI-assisted content was reviewed, curated, and refined by our development team prior to release. This game does not use AI to generate any content in real time during gameplay. | Yosuke Kobayashi | - | Sep 6, 2026 |