some Audio and Graphics where created with the help of AI
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- HistoryAccurateDevelopers
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- Mar 18, 2026
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Code help, debugging and other development work.
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some Audio and Graphics where created with the help of AI
In the game's marketing materials, artificial intelligence was used as a visual component.
As a two man bootstrapped indie team, achieving our game's vision without AI would have been literally impossible. We have used AI tools such as Midjourney for item icons, some materials in game, & parts of our trailers. We also used AI such as Soundraw.io for our soundtrack in-game, Suno for trailer music, Elevenlabs for voice acting, and a few other AI tools for technical areas of the game.
For the demo of Rise of the Vanguard, we have used AI generation primarily to create temporary character voices. This decision was made due to the realities of being a single-developer studio with no funding or external support, and these AI-generated voices are intended only as a stopgap until we can secure funding and hire dedicated professional voice actors. Beyond this, our use of AI has been limited to standard development tooling, such as IDE line-completion features and AI-assisted debugging, which are customary in modern software development. We do not use AI for narrative design, worldbuilding, or core creative direction, and we strongly support creative professionals and the long-term importance of human-created art and performances.
I created the original sound tracks of Mad Miner 2 with artificial intelligence.
The fighter image has been post-processed using legally acquired images, and AI tools were utilized to pixelate the image.
We use some AI art for game background
In our game, AI is used to generate pre-rendered content, specifically for creating descriptive texts for in-game items. These AI-generated descriptions provide detailed explanations, lore, and attributes for various game elements such as weapons, potions, and resources. All AI-generated content is finalized and embedded into the game during development, ensuring that no dynamic AI processes are run during gameplay.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's backgrounds as well as the game's cover art.
AI used to create some sounds, images and help to fix scripts
The title animation was generated using AI
ui GAME INTERFACE
The store page images are generated using AI, with the source being the in-game scene character materials.
AI has been used for prototyping scripts in early stages of the demo, which are no longer in the final game. The entire localization has been done by hired native translators. There is not a single image generated with AI in the latest build of the game, every images have been commissioned.
We used AI to create the capsules for the game's store page.
We utilized AI tools to generate internal references for composition and framing. These outputs were then used as a base to manually create handcrafted pixel art assets, ensuring all final in-game visuals follow our custom palettes and artistic standards.
Some images that are later modified or edited for higher quality and to reflect what the image is intended to represent. Not all images in the game are AI generated.
We used generative AI for some graphics (UI), which were then refined by humans for full integration.
We did not use AI to generate any content at runtime, we only used AI to generate some promotional images
We did not use AI to generate any content at runtime, we only used AI to generate some promotional images
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.
We used AI for a few textures and voice acting, but we’re planning to replace them if the game does well after the full release
We did not use AI to generate any content at runtime, we only used AI to generate some promotional images
As placeholder voiced narrative, this game uses a Unity Asset Store asset which uses a database of non-copyrighted human voices to generate character voices.
Store art has been assisted with generative AI
The Store Header is AI Generated
The A.I. voice actors are generated from Replica Studios.
some images are generated by ai
I used the AI for button making and background
Static art created by artists has been augmented by AI in minor cases.
Sea background screen, Ending background screen
AI was used to generate the game logo, trailer intro scene art, trailer music, trailer voice acting, in-game character voice lines, game music, and weapon sound effects. The character model "Soldier Female" is generated by AI. The character models "Lunar Federation Soldier," "Planetary Union Soldier," and "Federation Gas Soldier" are also generated by AI. The "K-67" pistol texture is generated by AI. The character model "Galactic Explorer" is generated with AI. All AI models were generated using Meshy.ai.
We use procedural and AI-assisted tools to support content creation. However, all final in-game content is shaped and reviewed by our development team reflecting our own creativity and expression.
Used for creating the game banner
I just used some AI for marketing material only like the background image
AI has been used in the generation of musical compositions and several UI graphical elements. AI was also used in the making of character dialogue (NOTE: dialogues in-game were spoken by a real actor, but changed, updated, and/or modified to suit different characters).
Generated achievement icons. After generation, they were modified to suit the needs of the achievement while also removing excess clutter.
Operation Tide utilizes AI made visual textures for the 3D game assets present in O.T.
During the development process, we might utilize procedural and AI-driven tools to assist with content creation. However, the final product always showcases the creativity and expression of our development team.
We use generative-AI for the digital display of the final boss. This is used as a commentrary on AI in the modern world.
Concept arts in this game are generated by Stable Diffusion.
The game's logo and store promotional images are generated using AI.
for the character illustration.
Some C# code was developed with assistance from ChatGPT and Claude.
We use artificial intelligence to produce the game's store images
Using AI to generate visual posters and visual elements used for marketing purposes
Used for creating the game banner
Artificial Intelligence was used to create the content of the game page in the store, and specifically to create images and logos of the library
Artificial intelligence has been utilized in preparing store assets
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Yasuke Simulator In-game content artaudio | some Audio and Graphics where created with the help of AI | HistoryAccurateDevelopers | 1.9k | Mar 18, 2026 | |
Diddy Store/marketing art | In the game's marketing materials, artificial intelligence was used as a visual component. | GalaxyVerse | 23 | Mar 18, 2026 | |
Tormented Soul In-game content artaudiotext | As a two man bootstrapped indie team, achieving our game's vision without AI would have been literally impossible. We have used AI tools such as Midjourney for item icons, some materials in game, & parts of our trailers. We also used AI such as Soundraw.io for our soundtrack in-game, Suno for trailer music, Elevenlabs for voice acting, and a few other AI tools for technical areas of the game. | ChainSoul Studio | - | Mar 18, 2026 | |
Rise of the Vanguard In-game content audio | For the demo of Rise of the Vanguard, we have used AI generation primarily to create temporary character voices. This decision was made due to the realities of being a single-developer studio with no funding or external support, and these AI-generated voices are intended only as a stopgap until we can secure funding and hire dedicated professional voice actors. Beyond this, our use of AI has been limited to standard development tooling, such as IDE line-completion features and AI-assisted debugging, which are customary in modern software development. We do not use AI for narrative design, worldbuilding, or core creative direction, and we strongly support creative professionals and the long-term importance of human-created art and performances. | Galactic Studio | - | Mar 18, 2026 | |
Mad Miner 2 In-game content audio | I created the original sound tracks of Mad Miner 2 with artificial intelligence. | Mercimek Games | - | Mar 18, 2026 | |
Missile Survivor Store/marketing art | The fighter image has been post-processed using legally acquired images, and AI tools were utilized to pixelate the image. | Cube Duck Games | - | Mar 18, 2026 | |
Gun Of Fate : The Silver Gun Of Ylia In-game content art | We use some AI art for game background | NiceandSimple Gaming | - | Mar 18, 2026 | |
Tutien Path In-game content text | In our game, AI is used to generate pre-rendered content, specifically for creating descriptive texts for in-game items. These AI-generated descriptions provide detailed explanations, lore, and attributes for various game elements such as weapons, potions, and resources. All AI-generated content is finalized and embedded into the game during development, ensuring that no dynamic AI processes are run during gameplay. | Truong Thanh Triet | 16 | Mar 18, 2026 | |
Robot Fury: Mech Combat Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Sky Combat: WWII Warplane Races Store/marketing art | AI has been used to help develop the game's backgrounds as well as the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
MARINES VS GOD In-game content artaudiocode | AI used to create some sounds, images and help to fix scripts | Marines vs God team | - | Mar 18, 2026 | |
poopoowar Store/marketing art | The title animation was generated using AI | 张程 | - | Mar 18, 2026 | |
CLOWNOUT general | ui GAME INTERFACE | PlayGenix | - | Mar 18, 2026 | |
黎明少女 In-game content art | The store page images are generated using AI, with the source being the in-game scene character materials. | KawaiiGame | - | Mar 18, 2026 | |
Welcome to Doll Town text | AI has been used for prototyping scripts in early stages of the demo, which are no longer in the final game.
The entire localization has been done by hired native translators.
There is not a single image generated with AI in the latest build of the game, every images have been commissioned. | Bad Wish Games | 306 | Mar 18, 2026 | |
Bosslife Office Manager Store/marketing art | We used AI to create the capsules for the game's store page. | Gameshaft Studio | - | Mar 18, 2026 | |
Airborne Justice In-game content art | We utilized AI tools to generate internal references for composition and framing. These outputs were then used as a base to manually create handcrafted pixel art assets, ensuring all final in-game visuals follow our custom palettes and artistic standards. | SEEP | 12 | Mar 18, 2026 | |
Ankhway: The Interplanetary Legacy Unclear art | Some images that are later modified or edited for higher quality and to reflect what the image is intended to represent. Not all images in the game are AI generated. | Mac S | - | Mar 18, 2026 | |
Golfslinger In-game content art | We used generative AI for some graphics (UI), which were then refined by humans for full integration. | Chaos Cactus | - | Mar 18, 2026 | |
Alfons World Store/marketing art | We did not use AI to generate any content at runtime, we only used AI to generate some promotional images | Dog On God | - | Mar 18, 2026 | |
Over Heroes Store/marketing art | We did not use AI to generate any content at runtime, we only used AI to generate some promotional images | Dog On God | - | Mar 18, 2026 | |
Proportions In-game content audiotext | 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. | Killian Cartelier | 22 | Mar 18, 2026 | |
C.A.S.T. In-game content artaudio | We used AI for a few textures and voice acting, but we’re planning to replace them if the game does well after the full release | Ascension Studio | 731 | Mar 18, 2026 | |
Dawn of Survivor Store/marketing art | We did not use AI to generate any content at runtime, we only used AI to generate some promotional images | Dog On God | - | Mar 18, 2026 | |
Rescue In-game content audio | As placeholder voiced narrative, this game uses a Unity Asset Store asset which uses a database of non-copyrighted human voices to generate character voices. | KR Clark | - | Mar 18, 2026 | |
One Shot Arena Store/marketing art | Store art has been assisted with generative AI | ShoXx | - | Mar 18, 2026 | |
Wildlife Warfare Store/marketing art | The Store Header is AI Generated | Jerome Craig | - | Mar 18, 2026 | |
Strange Horizons In-game content audio | The A.I. voice actors are generated from Replica Studios. | Dark Panda | - | Mar 18, 2026 | |
Rise of Deads | some images are generated by ai | M CHETIN | - | Mar 18, 2026 | |
Fruit Pool Explosive Unclear art | I used the AI for button making and background | Moosoo Won | - | Mar 18, 2026 | |
Outbreak: Shades of Horror Chromatic Split In-game content art | Static art created by artists has been augmented by AI in minor cases. | Dead Drop Studios LLC | 23 | Mar 18, 2026 | |
Shells Shooter Unclear art | Sea background screen, Ending background screen | Hotality Games | 14 | Mar 18, 2026 | |
Planetary Conflict: 2301 In-game content artaudiotext | AI was used to generate the game logo, trailer intro scene art, trailer music, trailer voice acting, in-game character voice lines, game music, and weapon sound effects. The character model "Soldier Female" is generated by AI. The character models "Lunar Federation Soldier," "Planetary Union Soldier," and "Federation Gas Soldier" are also generated by AI. The "K-67" pistol texture is generated by AI. The character model "Galactic Explorer" is generated with AI. All AI models were generated using Meshy.ai. | Sunrealm Studios | - | Mar 18, 2026 | |
Uniqkiller Unclear | We use procedural and AI-assisted tools to support content creation. However, all final in-game content is shaped and reviewed by our development team reflecting our own creativity and expression. | HypeJoe Games | 42 | Mar 18, 2026 | |
Shadow of the Matrix Store/marketing art | Used for creating the game banner | Whale Rock Games | - | Mar 18, 2026 | |
Zombnami Store/marketing art | I just used some AI for marketing material only like the background image | Chez Johnny | - | Mar 18, 2026 | |
Edge of the Wild In-game content audioarttext | AI has been used in the generation of musical compositions and several UI graphical elements. AI was also used in the making of character dialogue (NOTE: dialogues in-game were spoken by a real actor, but changed, updated, and/or modified to suit different characters). | Avalon Studios, llc | - | Mar 18, 2026 | |
Muggo Clicker In-game content art | Generated achievement icons. After generation, they were modified to suit the needs of the achievement while also removing excess clutter. | Muggo Entertainment | - | Mar 18, 2026 | |
Operation Tide In-game content art | Operation Tide utilizes AI made visual textures for the 3D game assets present in O.T. | Righteous Biscuit Studios | - | Mar 18, 2026 | |
Fateful Bullet Unclear | During the development process, we might utilize procedural and AI-driven tools to assist with content creation. However, the final product always showcases the creativity and expression of our development team. | Lymdun | - | Mar 18, 2026 | |
CHROMA In-game content art | We use generative-AI for the digital display of the final boss. This is used as a commentrary on AI in the modern world. | Dragonfly Games | 44 | Mar 18, 2026 | |
My Last Stand: Survivors In-game content art | Concept arts in this game are generated by Stable Diffusion. | ZHR | - | Mar 18, 2026 | |
黑暗战纪:魔王复苏 Store/marketing art | The game's logo and store promotional images are generated using AI. | flyfish | 13 | Mar 18, 2026 | |
Iron Apartment Guardian Unclear art | for the character illustration. | GEIRDEV | - | Mar 18, 2026 | |
Orca Insurgency Dev only code | Some C# code was developed with assistance from ChatGPT and Claude. | yuccabuccA | - | Mar 18, 2026 | |
Loud Run Store/marketing art | We use artificial intelligence to produce the game's store images | Lance Games | 258 | Mar 18, 2026 | |
Endeavor In-game content art | Using AI to generate visual posters and visual elements used for marketing purposes | Shrey Games Inc. | - | Mar 18, 2026 | |
VALDIS Store/marketing art | Used for creating the game banner | Whale Rock Games | - | Mar 18, 2026 | |
Skeletos Sword Store/marketing art | Artificial Intelligence was used to create the content of the game page in the store, and specifically to create images and logos of the library | Gamesforfarm | 17 | Mar 18, 2026 | |
Journey to Earth Store/marketing art | Artificial intelligence has been utilized in preparing store assets | Digital Kingdom | - | Mar 18, 2026 |