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Generative AI tools were used during development to assist with pre-generated visual and audio assets. Final content was reviewed and integrated under the developer’s direction. NO content is generated by AI during gameplay.
Generative AI was used during development to assist in creating some pre-generated content, including certain visual assets, music and sound assets, as well as some text and localization content. All such content was generated during development and was reviewed, selected, edited, adjusted, and integrated by the developer before being included in the game.
The game does not use generative AI at runtime and does not generate new text, images, audio, or other game content dynamically in response to player input.
We used generative AI tools (such as Claude) during development to assist with creating certain in-game assets, textures, or text elements. All AI-generated content has been reviewed, selected, and integrated by human creators into the final game.
Some of the artwork, audio, text, and program code in this game were created with the assistance of generative AI tools and were reviewed, edited, and integrated by the developer. The game does not use generative AI to create content in real time during gameplay.
AI Disclosure
WinterCore is a solo-developed game created over four years. Generative AI was used during development to create a small number of visual assets and selected promotional artwork. All AI-generated assets were subsequently edited, refined, and adapted by the developer to fit WinterCore’s art direction and overall visual style.
The game’s core design, programming, story, gameplay, and final implementation were created by the developer. The project also includes licensed assets and creative works from independent artists and creators, who are credited accordingly.
Parts of this game were made with the help of generative AI tools. AI assistance was used for the source code, the in-game and store text, the store and library artwork, and the music and sound effects. Everything generated was reviewed and edited by the developer before it shipped. Nothing is generated while you play: the game ships fixed assets and makes no calls to any AI service.
AI helps us bring our creative ideas to life. In true indie fashion, we are two starving game developers—figuratively, and occasionally quite literally. It’s the only way for us to produce the art we need while saving our remaining coins for developing the game. If the budget grows, we’ll consider buying the better cheese from the local market.
Generative AI tools were used during development to assist with early visual concepts, selected promotional artwork, and development support. All AI-assisted materials included in the final product were reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not send player input to external generative AI services.
AI was used to create the full scores from chords and melody provided to create retro feel. All art and animations were drawn meticulously character by character using a personal editor I made, but I drew inspiration from generative AI to get the right feel or angles.
Visual Assets: As a solo developer, I use generative AI to create initial variations for scenery, textures, character sprites, and UI. No raw AI output ships in the game — every asset is hand-edited, composited, and cleaned up to match the game's aesthetic.
Music: The soundtrack and ambient music are created with AI audio tools, then curated and sequenced into a cohesive, atmospheric score.
We used an AI diffusion tool in Krita to help create the background for the small capsule shown in search results. Our artist then worked over it with several extra layers, a bit like matte painting. For now, it's a placeholder until our artist finishes the hand-painted version of the small capsule.
The logo and the other capsule images were already hand-painted by our artist. The in-game portraits were also drawn by another artist on our team.
We have a devlog on our website about how we made the capsule artwork and hero portraits, and we'll share the full process on the Steam Community soon too.
The playtest build also includes a few placeholder assets made with AI tools in Krita. Our new UI artist is working on a new UI, so we'll be replacing those placeholders soon. As mentioned above, the hero portraits are also hand-drawn by our artist.
During the development process, we may use procedural and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
This game was developed by a single developer. Generative AI was used in the creation of character animation, UI icons, music, and sound effects, and for coding assistance during development. The story, writing, character design direction, and all creative decisions were made entirely by the developer. No content is generated by AI during gameplay.
Some of this game's assets were created with the assistance of generative AI tools and were then reviewed, edited, and integrated by the developer. This includes: base meshes of some 3D character models, some 2D artwork such as card illustrations and icons, voice lines and sound effects created with AI voice/audio generation, and parts of the localized text. All such content was pre-generated during development — the game does not generate any content with AI at runtime.
Some of the 3D character models in Glims were made with the help of generative AI: reference art was produced with an AI image tool and turned into 3D meshes with Meshy. Every model was then cleaned up, re-rigged, animated and hand-tuned by us, and all game code, design, UI art and animation work is human-made. No generative AI runs while you play — nothing is generated live.
Some 2D artwork was created with the assistance of AI image-generation tools (the mascot character portrait, generated with Recraft and then hand-edited; it appears in-game and in store artwork). All gameplay, code, design, text and audio are made by hand. The game does not use live/runtime AI generation.
During the development of this game, generative AI was used to assist with the creation of some art assets, sound effects, music, text translations, and development reference materials. All AI-assisted generated content was manually reviewed, edited, integrated, and approved before being included in the game. No content is generated in real time based on player input during gameplay.
Guildfire uses pre-generated AI-assisted content in parts of its visual art, localization, sound effects, and soundtrack. AI-generated material is manually selected, edited, and integrated by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services at runtime.
AI was used during development, particularly to assist in creating and refining some artwork and audio assets. All content was reviewed, selected, improved upon, and integrated manually. This game does not generate AI content during gameplay.
I'm not a good artist or audio producer but using current tools lets me deliver what I think is a fun game that I wouldn't be able to deliver at anywhere near the same quality without them. Fortress Breaker is still very much a one person project, just one with great tools.
Tumble's visual art (character and charm illustrations, backdrops, item sprites, and store capsule art) was generated with Google's Gemini image models and then selected, cropped, retouched, colour-matched and in many cases regenerated by hand against a fixed reference style until it fit the game. Music and sound effects were generated with Suno under a commercial licence, then cut, mixed and placed by hand.
The game's design, rules, balance, and code are not generated content. Every mechanic, number and line of player-facing text was written, tested and revised by the developer, including through automated balance simulation and four rounds of human playtesting.
No content is generated live during play. Nothing in Tumble is produced at runtime by an AI model; the game runs entirely offline with no model calls of any kind.
We used Artificial Intelligence tools as an aid during development and in the creation of some game content. All AI-assisted material was personally reviewed and adjusted by our team, who were involved throughout every stage of the creative process.
As a solo independent developer, I used generative AI as a support tool to assist in the creation of selected promotional artwork displayed on the Steam store page. All final assets were manually selected, edited, and integrated by me. No generative AI content is created during gameplay.
本作在开发阶段使用了生成式 AI 辅助制作以下内容:美术(场景与背景、卡面插画、角色头像、界面位图、物品图标等游戏与商店页中的图像素材)由 AI 生成母图、经开发者逐项筛选、修复、裁切与组装后定稿;游戏内文本(事件与叙事文案)由开发者设计框架、AI 辅助起草、逐条经人工审查修改后定稿。游戏运行过程中不会实时生成任何 AI 内容,也不会连接任何 AI 服务。核心玩法、世界设定、事件结构与全部最终内容取舍均由开发者完成。
Generative AI was used to create the game's English and Simplified Chinese localization. AI tools were also used to assist with code generation during development. No AI-generated content is created during gameplay.
AI tools were used during the creation of draft visual assets. All AI-generated material is reviewed, edited, and manually refined by professional artists before being included in the final product.
Generative AI tools were used in the creation of certain assets for Camedieo.
Each was reviewed, reworked and integrated by us so the finished product holds a single consistent direction.
Generative AI was used during development to assist in creating some 2D art assets, including scene backgrounds, character and monster artwork, UI elements, and icons for items, equipment, skills, and status effects. Generative AI was also used to assist in drafting some in-game text. All AI-assisted content was selected, edited, post-processed, and integrated by the developer. The game does not use generative AI at runtime and does not generate content in real time in response to player input.
The game does not generate any content with AI at runtime. Some illustrations and some in-game artwork were pre-generated using generative AI image tools, then curated, edited and integrated by our team. All game design, code, writing and final art direction are human-made.
Generative AI was used during development to assist with portions of pre-generated in-game artwork and Steam store/marketing artwork. All outputs were reviewed, cleaned, composited, color-adjusted, and quality-checked by the development team. The game does not generate AI content at runtime.
Some character artwork was developed from AI-assisted concept images, then
rebuilt and refined by the developer through 3D modelling and a deterministic
No generative AI is used while the game is running.
OpenAI ImageGen was used during development to generate and edit some pre-generated 2D pixel-art visual assets, including UI elements, icons, backgrounds, environment artwork, and character or animation source frames. All outputs were reviewed, selected, manually edited, cleaned up, resized, palette-normalized, and integrated by the developer as fixed game assets. The game does not use generative AI at runtime and does not generate live AI content.
Spring Tales uses generative AI in the following way:
Some of the game's 2D pixel-art assets — including certain characters, enemies, equipment and item icons, environment tiles, and user-interface elements — were created with the help of an AI-assisted art generation tool. Every AI-assisted asset was reviewed, edited, curated, and integrated by the developer to match the game's art style and quality standards.
No generative AI runs live during gameplay. The game does not generate any content in real time while you play — all art, text, and content shipped in the game is fixed and was produced during development.
Generative AI is used to assist in the creation of character illustrations, icons, backgrounds, and other 2D artwork. All AI-generated assets are reviewed, edited, and refined by the developer to ensure they fit the game's content and quality standards.
Text in languages other than Japanese is translated using generative AI, then reviewed by the developer before being included in the game.
Some of Crashborn's art, audio and base 3D models were created with generative AI tools and edited by hand. They are placeholders being replaced with work from dedicated artists ahead of the 1.0 release. The game does not generate content at runtime.
Artificial intelligence has been used solely to generate certain 2D icons used in the game's menus, such as icons for weapon upgrades, artifacts, and similar elements.
AI has not been used under any circumstances to generate 3D models, user interfaces, in-game menus, weapons, enemies, environments, animations, VFX, or any other playable content or assets.
The use of AI is strictly limited to specific 2D icons of a visual and informational nature within the interface.
As a solo developer, AI has been used as a tool to get the game where it is today. Primary used as a tool to help with areas of development and certain text generations.
No art or music was generated by AI. 95% of the artwork in the game is procedurally generated by code, while the rest is hand done by me. The music was also created by me specifically for the game.
AI was used in places like name and description generations for items in the game as well as some text areas within the tutorial coach text to help guide players through the initial stages of the game.
Localization into some supported languages was created with a mix of Community members and machine generation and reviewed by the developer.
The developer is actively seeking to replace any machine-generated localization over time.
Some 2D visual assets were created with assistance from generative AI, then manually edited and polished by the developer. No AI-generated content is created during gameplay.
Some visual assets in this game — including character portraits, illustrations, and marketing images — were created with the assistance of generative AI tools. All AI-generated material was reviewed, edited, and finalized by the developer. No AI content is generated during gameplay.
Generative AI tools were used during development to assist with pre-generated visual and audio assets. Final content was reviewed and integrated under the developer’s direction. NO content is generated by AI during gameplay.
Generative AI was used during development to assist in creating some pre-generated content, including certain visual assets, music and sound assets, as well as some text and localization content. All such content was generated during development and was reviewed, selected, edited, adjusted, and integrated by the developer before being included in the game.
The game does not use generative AI at runtime and does not generate new text, images, audio, or other game content dynamically in response to player input.
We used generative AI tools (such as Claude) during development to assist with creating certain in-game assets, textures, or text elements. All AI-generated content has been reviewed, selected, and integrated by human creators into the final game.
Some of the artwork, audio, text, and program code in this game were created with the assistance of generative AI tools and were reviewed, edited, and integrated by the developer. The game does not use generative AI to create content in real time during gameplay.
AI Disclosure
WinterCore is a solo-developed game created over four years. Generative AI was used during development to create a small number of visual assets and selected promotional artwork. All AI-generated assets were subsequently edited, refined, and adapted by the developer to fit WinterCore’s art direction and overall visual style.
The game’s core design, programming, story, gameplay, and final implementation were created by the developer. The project also includes licensed assets and creative works from independent artists and creators, who are credited accordingly.
Parts of this game were made with the help of generative AI tools. AI assistance was used for the source code, the in-game and store text, the store and library artwork, and the music and sound effects. Everything generated was reviewed and edited by the developer before it shipped. Nothing is generated while you play: the game ships fixed assets and makes no calls to any AI service.
AI helps us bring our creative ideas to life. In true indie fashion, we are two starving game developers—figuratively, and occasionally quite literally. It’s the only way for us to produce the art we need while saving our remaining coins for developing the game. If the budget grows, we’ll consider buying the better cheese from the local market.
Generative AI tools were used during development to assist with early visual concepts, selected promotional artwork, and development support. All AI-assisted materials included in the final product were reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not send player input to external generative AI services.
AI was used to create the full scores from chords and melody provided to create retro feel. All art and animations were drawn meticulously character by character using a personal editor I made, but I drew inspiration from generative AI to get the right feel or angles.
Visual Assets: As a solo developer, I use generative AI to create initial variations for scenery, textures, character sprites, and UI. No raw AI output ships in the game — every asset is hand-edited, composited, and cleaned up to match the game's aesthetic.
Music: The soundtrack and ambient music are created with AI audio tools, then curated and sequenced into a cohesive, atmospheric score.
We used an AI diffusion tool in Krita to help create the background for the small capsule shown in search results. Our artist then worked over it with several extra layers, a bit like matte painting. For now, it's a placeholder until our artist finishes the hand-painted version of the small capsule.
The logo and the other capsule images were already hand-painted by our artist. The in-game portraits were also drawn by another artist on our team.
We have a devlog on our website about how we made the capsule artwork and hero portraits, and we'll share the full process on the Steam Community soon too.
The playtest build also includes a few placeholder assets made with AI tools in Krita. Our new UI artist is working on a new UI, so we'll be replacing those placeholders soon. As mentioned above, the hero portraits are also hand-drawn by our artist.
During the development process, we may use procedural and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
This game was developed by a single developer. Generative AI was used in the creation of character animation, UI icons, music, and sound effects, and for coding assistance during development. The story, writing, character design direction, and all creative decisions were made entirely by the developer. No content is generated by AI during gameplay.
Some of this game's assets were created with the assistance of generative AI tools and were then reviewed, edited, and integrated by the developer. This includes: base meshes of some 3D character models, some 2D artwork such as card illustrations and icons, voice lines and sound effects created with AI voice/audio generation, and parts of the localized text. All such content was pre-generated during development — the game does not generate any content with AI at runtime.
Some of the 3D character models in Glims were made with the help of generative AI: reference art was produced with an AI image tool and turned into 3D meshes with Meshy. Every model was then cleaned up, re-rigged, animated and hand-tuned by us, and all game code, design, UI art and animation work is human-made. No generative AI runs while you play — nothing is generated live.
Some 2D artwork was created with the assistance of AI image-generation tools (the mascot character portrait, generated with Recraft and then hand-edited; it appears in-game and in store artwork). All gameplay, code, design, text and audio are made by hand. The game does not use live/runtime AI generation.
During the development of this game, generative AI was used to assist with the creation of some art assets, sound effects, music, text translations, and development reference materials. All AI-assisted generated content was manually reviewed, edited, integrated, and approved before being included in the game. No content is generated in real time based on player input during gameplay.
Guildfire uses pre-generated AI-assisted content in parts of its visual art, localization, sound effects, and soundtrack. AI-generated material is manually selected, edited, and integrated by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services at runtime.
AI was used during development, particularly to assist in creating and refining some artwork and audio assets. All content was reviewed, selected, improved upon, and integrated manually. This game does not generate AI content during gameplay.
I'm not a good artist or audio producer but using current tools lets me deliver what I think is a fun game that I wouldn't be able to deliver at anywhere near the same quality without them. Fortress Breaker is still very much a one person project, just one with great tools.
Tumble's visual art (character and charm illustrations, backdrops, item sprites, and store capsule art) was generated with Google's Gemini image models and then selected, cropped, retouched, colour-matched and in many cases regenerated by hand against a fixed reference style until it fit the game. Music and sound effects were generated with Suno under a commercial licence, then cut, mixed and placed by hand.
The game's design, rules, balance, and code are not generated content. Every mechanic, number and line of player-facing text was written, tested and revised by the developer, including through automated balance simulation and four rounds of human playtesting.
No content is generated live during play. Nothing in Tumble is produced at runtime by an AI model; the game runs entirely offline with no model calls of any kind.
We used Artificial Intelligence tools as an aid during development and in the creation of some game content. All AI-assisted material was personally reviewed and adjusted by our team, who were involved throughout every stage of the creative process.
As a solo independent developer, I used generative AI as a support tool to assist in the creation of selected promotional artwork displayed on the Steam store page. All final assets were manually selected, edited, and integrated by me. No generative AI content is created during gameplay.
本作在开发阶段使用了生成式 AI 辅助制作以下内容:美术(场景与背景、卡面插画、角色头像、界面位图、物品图标等游戏与商店页中的图像素材)由 AI 生成母图、经开发者逐项筛选、修复、裁切与组装后定稿;游戏内文本(事件与叙事文案)由开发者设计框架、AI 辅助起草、逐条经人工审查修改后定稿。游戏运行过程中不会实时生成任何 AI 内容,也不会连接任何 AI 服务。核心玩法、世界设定、事件结构与全部最终内容取舍均由开发者完成。
Generative AI was used to create the game's English and Simplified Chinese localization. AI tools were also used to assist with code generation during development. No AI-generated content is created during gameplay.
AI tools were used during the creation of draft visual assets. All AI-generated material is reviewed, edited, and manually refined by professional artists before being included in the final product.
Generative AI tools were used in the creation of certain assets for Camedieo.
Each was reviewed, reworked and integrated by us so the finished product holds a single consistent direction.
Generative AI was used during development to assist in creating some 2D art assets, including scene backgrounds, character and monster artwork, UI elements, and icons for items, equipment, skills, and status effects. Generative AI was also used to assist in drafting some in-game text. All AI-assisted content was selected, edited, post-processed, and integrated by the developer. The game does not use generative AI at runtime and does not generate content in real time in response to player input.
The game does not generate any content with AI at runtime. Some illustrations and some in-game artwork were pre-generated using generative AI image tools, then curated, edited and integrated by our team. All game design, code, writing and final art direction are human-made.
Generative AI was used during development to assist with portions of pre-generated in-game artwork and Steam store/marketing artwork. All outputs were reviewed, cleaned, composited, color-adjusted, and quality-checked by the development team. The game does not generate AI content at runtime.
Some character artwork was developed from AI-assisted concept images, then
rebuilt and refined by the developer through 3D modelling and a deterministic
No generative AI is used while the game is running.
OpenAI ImageGen was used during development to generate and edit some pre-generated 2D pixel-art visual assets, including UI elements, icons, backgrounds, environment artwork, and character or animation source frames. All outputs were reviewed, selected, manually edited, cleaned up, resized, palette-normalized, and integrated by the developer as fixed game assets. The game does not use generative AI at runtime and does not generate live AI content.
Spring Tales uses generative AI in the following way:
Some of the game's 2D pixel-art assets — including certain characters, enemies, equipment and item icons, environment tiles, and user-interface elements — were created with the help of an AI-assisted art generation tool. Every AI-assisted asset was reviewed, edited, curated, and integrated by the developer to match the game's art style and quality standards.
No generative AI runs live during gameplay. The game does not generate any content in real time while you play — all art, text, and content shipped in the game is fixed and was produced during development.
Generative AI is used to assist in the creation of character illustrations, icons, backgrounds, and other 2D artwork. All AI-generated assets are reviewed, edited, and refined by the developer to ensure they fit the game's content and quality standards.
Text in languages other than Japanese is translated using generative AI, then reviewed by the developer before being included in the game.
Some of Crashborn's art, audio and base 3D models were created with generative AI tools and edited by hand. They are placeholders being replaced with work from dedicated artists ahead of the 1.0 release. The game does not generate content at runtime.
Artificial intelligence has been used solely to generate certain 2D icons used in the game's menus, such as icons for weapon upgrades, artifacts, and similar elements.
AI has not been used under any circumstances to generate 3D models, user interfaces, in-game menus, weapons, enemies, environments, animations, VFX, or any other playable content or assets.
The use of AI is strictly limited to specific 2D icons of a visual and informational nature within the interface.
As a solo developer, AI has been used as a tool to get the game where it is today. Primary used as a tool to help with areas of development and certain text generations.
No art or music was generated by AI. 95% of the artwork in the game is procedurally generated by code, while the rest is hand done by me. The music was also created by me specifically for the game.
AI was used in places like name and description generations for items in the game as well as some text areas within the tutorial coach text to help guide players through the initial stages of the game.
Localization into some supported languages was created with a mix of Community members and machine generation and reviewed by the developer.
The developer is actively seeking to replace any machine-generated localization over time.
Some 2D visual assets were created with assistance from generative AI, then manually edited and polished by the developer. No AI-generated content is created during gameplay.
Some visual assets in this game — including character portraits, illustrations, and marketing images — were created with the assistance of generative AI tools. All AI-generated material was reviewed, edited, and finalized by the developer. No AI content is generated during gameplay.