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In the development of BABY PEAK, we utilized artificial intelligence as a supportive tool to enhance our creative vision. Here is how it was integrated:
Conceptual Brainstorming: AI was used as a sounding board during the early stages of development for brainstorming core mechanics, naming suggestions, and general concepts.
Routine Tasks & Optimization: We employed AI tools to handle repetitive technical tasks, such as optimizing small code snippets and organizing data, to increase our workflow efficiency.
Human-Driven Craftsmanship: All core game design, level architecture, visual identity, and gameplay balancing are entirely the result of our team’s manual work and creativity.
In short, AI did not act as the "creator" of this game; instead, it served as a digital assistant to help us bring our unique ideas to life more efficiently.
Some of the art is generated, and Localization was done by AI as well.
These usages are all temporary and will be replaced with real art, and localization by launch
Generative AI was used solely as a supplementary tool for music composition and a small number of non-core textures (such as background patterns and decorative assets). All AI-assisted content has undergone significant manual refinement and human oversight to ensure it meets our artistic standards and visual style. AI was used only to enhance development efficiency; all core character designs, key art, and narrative elements remain 100% human-authored.
This game contains content created with the assistance of generative AI tools:
Artwork: Some visual assets were generated using AI image tools as a starting
point, then edited and refined by the developer. All final in-game artwork
has been reviewed, modified, and approved by human hands.
Music & Sound Effects: Background music and sound effects were created using
AI-based music generation tools, then selected and curated by the developer.
Localization: Translations for Japanese, Korean, Traditional Chinese, Spanish,
and Russian were produced with AI translation tools and reviewed by the
developer. Simplified Chinese and English were authored directly by the
developer.
Store Page Copy: Portions of the store page description were drafted with AI
writing assistance and finalized by the developer.
No generative AI runs during gameplay. The AI opponent in single-player mode
uses rule-based logic, not generative AI.
This game uses generative artificial intelligence to assist in the creation of certain visual elements. AI tools are used during development to help generate concept art, and refine environmental details. All AI-assisted content is carefully reviewed, edited, and integrated by the development team to ensure originality and consistency with the game’s style and design.
We used generative AI to help create some level art and 2D visuals. Everything was then tweaked, edited, and put together by us.
All gameplay and design decisions are fully human-made.
Smoke Town utilizes artificial intelligence in the following areas:
We only use AI-generated content in our game as reference material for backgrounds, which are then refined and reviewed by humans. And also for interface translations.
All AI-generated content has been human-reviewed and refined for quality and technical integration.
Haunt & Hide uses generative AI for two pre-production assets that ship in the final game:
1. The game logo was created using ChatGPT / DALL-E image generation tools. It appears in menus, loading screens, and promotional materials.
2. Background music tracks were generated using Producer.ai (a generative AI music tool) and pre-rendered as standard audio files that ship with the game.
All other content is human-created: game code (C#/Unity), 3D assets (Synty Studios asset packs used under license), level design, game mechanics, UI layout, voice chat content (player-driven at runtime), and written text. No generative AI is used at runtime — the game does not call any AI services during gameplay. All AI-generated assets were reviewed and integrated by the developer.
AI was used for multilingual localization work and during the prototyping and implementation of in-game systems. All AI-generated outputs were directly reviewed and modified by the developer before final integration.
I am a single Dev - with 5 dependents ( 3 have special needs and demand time) and a ZERO budget. I am unemployed trying to have a go.
I wanted to make this game and it would of NEVER happened with out AI generated art.
Art: Certain background, character, and animation assets were generated by AI, then manually cropped, composited, and post-processed.
Audio: Some in-game music and sound effects were generated by AI, then manually selected, edited, and integrated.
Code: Some foundational functional code was generated with AI assistance, then reviewed, modified, compiled, and integrated by the developers.
The core game design, gameplay logic, and final integration were all completed manually.
Spy Carnival uses generative AI as a creative aid during the art production process. AI-generated visuals was used strictly as reference material and visual inspiration. All final artwork visible in the game has been reviewed, reworked, and refined by a human artist. No raw AI-generated output is used directly in the game.
Artwork (character sprites and backgrounds) was created using generative AI (nanobanana). Some BGM tracks were also created using generative AI (ACE-Step). No AI generates content in real-time during gameplay.
Some content in Catapulteers was created with the assistance of generative AI tools, including selected in-game textures, models, voice-over, and music.
Catapulteers is a handcrafted game made by a small independent team of five developers. We use AI only as one of several production tools to support specific parts of asset creation and iteration.
Every AI-assisted element has been reviewed, edited, selected, and integrated by our team, and the final creative direction, gameplay, humor, world, systems, and overall experience are fully authored by us.
We utilize generative artificial intelligence during our development process strictly as an art-assistance tool. Unlockable player avatars, profile badges, and chat emotes were created or conceptualized using AI image generators.
We occasionally used generative AI as an assistive tool to refine certain visual assets, enhance texture resolutions, and process minor audio elements. These tools were used sparingly to support our production workflow, and all final content has been manually reviewed and polished by our team to ensure it meets our quality and legal standards.
Some in-game assets were created using AI-assisted tools during development. All assets have been reviewed, refined, and integrated by the developer to ensure consistency with the game’s visual style and quality standards. No AI-generated content is created or used during gameplay.
AI was used to proofread and correct texts.
No game assets were generated by AI.
All assets were either produced:
In-house
Commissioned from freelancers
From 3rd party asset providers
Contains some optional AI generated voice samples, using Canva, strictly in order to comply with United States Twenty-First Century Communications and Video Accessibility Act (CVAA)
In the development of BABY PEAK, we utilized artificial intelligence as a supportive tool to enhance our creative vision. Here is how it was integrated:
Conceptual Brainstorming: AI was used as a sounding board during the early stages of development for brainstorming core mechanics, naming suggestions, and general concepts.
Routine Tasks & Optimization: We employed AI tools to handle repetitive technical tasks, such as optimizing small code snippets and organizing data, to increase our workflow efficiency.
Human-Driven Craftsmanship: All core game design, level architecture, visual identity, and gameplay balancing are entirely the result of our team’s manual work and creativity.
In short, AI did not act as the "creator" of this game; instead, it served as a digital assistant to help us bring our unique ideas to life more efficiently.
Some of the art is generated, and Localization was done by AI as well.
These usages are all temporary and will be replaced with real art, and localization by launch
Generative AI was used solely as a supplementary tool for music composition and a small number of non-core textures (such as background patterns and decorative assets). All AI-assisted content has undergone significant manual refinement and human oversight to ensure it meets our artistic standards and visual style. AI was used only to enhance development efficiency; all core character designs, key art, and narrative elements remain 100% human-authored.
This game contains content created with the assistance of generative AI tools:
Artwork: Some visual assets were generated using AI image tools as a starting
point, then edited and refined by the developer. All final in-game artwork
has been reviewed, modified, and approved by human hands.
Music & Sound Effects: Background music and sound effects were created using
AI-based music generation tools, then selected and curated by the developer.
Localization: Translations for Japanese, Korean, Traditional Chinese, Spanish,
and Russian were produced with AI translation tools and reviewed by the
developer. Simplified Chinese and English were authored directly by the
developer.
Store Page Copy: Portions of the store page description were drafted with AI
writing assistance and finalized by the developer.
No generative AI runs during gameplay. The AI opponent in single-player mode
uses rule-based logic, not generative AI.
This game uses generative artificial intelligence to assist in the creation of certain visual elements. AI tools are used during development to help generate concept art, and refine environmental details. All AI-assisted content is carefully reviewed, edited, and integrated by the development team to ensure originality and consistency with the game’s style and design.
We used generative AI to help create some level art and 2D visuals. Everything was then tweaked, edited, and put together by us.
All gameplay and design decisions are fully human-made.
Smoke Town utilizes artificial intelligence in the following areas:
We only use AI-generated content in our game as reference material for backgrounds, which are then refined and reviewed by humans. And also for interface translations.
All AI-generated content has been human-reviewed and refined for quality and technical integration.
Haunt & Hide uses generative AI for two pre-production assets that ship in the final game:
1. The game logo was created using ChatGPT / DALL-E image generation tools. It appears in menus, loading screens, and promotional materials.
2. Background music tracks were generated using Producer.ai (a generative AI music tool) and pre-rendered as standard audio files that ship with the game.
All other content is human-created: game code (C#/Unity), 3D assets (Synty Studios asset packs used under license), level design, game mechanics, UI layout, voice chat content (player-driven at runtime), and written text. No generative AI is used at runtime — the game does not call any AI services during gameplay. All AI-generated assets were reviewed and integrated by the developer.
AI was used for multilingual localization work and during the prototyping and implementation of in-game systems. All AI-generated outputs were directly reviewed and modified by the developer before final integration.
I am a single Dev - with 5 dependents ( 3 have special needs and demand time) and a ZERO budget. I am unemployed trying to have a go.
I wanted to make this game and it would of NEVER happened with out AI generated art.
Art: Certain background, character, and animation assets were generated by AI, then manually cropped, composited, and post-processed.
Audio: Some in-game music and sound effects were generated by AI, then manually selected, edited, and integrated.
Code: Some foundational functional code was generated with AI assistance, then reviewed, modified, compiled, and integrated by the developers.
The core game design, gameplay logic, and final integration were all completed manually.
Spy Carnival uses generative AI as a creative aid during the art production process. AI-generated visuals was used strictly as reference material and visual inspiration. All final artwork visible in the game has been reviewed, reworked, and refined by a human artist. No raw AI-generated output is used directly in the game.
Artwork (character sprites and backgrounds) was created using generative AI (nanobanana). Some BGM tracks were also created using generative AI (ACE-Step). No AI generates content in real-time during gameplay.
Some content in Catapulteers was created with the assistance of generative AI tools, including selected in-game textures, models, voice-over, and music.
Catapulteers is a handcrafted game made by a small independent team of five developers. We use AI only as one of several production tools to support specific parts of asset creation and iteration.
Every AI-assisted element has been reviewed, edited, selected, and integrated by our team, and the final creative direction, gameplay, humor, world, systems, and overall experience are fully authored by us.
We utilize generative artificial intelligence during our development process strictly as an art-assistance tool. Unlockable player avatars, profile badges, and chat emotes were created or conceptualized using AI image generators.
We occasionally used generative AI as an assistive tool to refine certain visual assets, enhance texture resolutions, and process minor audio elements. These tools were used sparingly to support our production workflow, and all final content has been manually reviewed and polished by our team to ensure it meets our quality and legal standards.
Some in-game assets were created using AI-assisted tools during development. All assets have been reviewed, refined, and integrated by the developer to ensure consistency with the game’s visual style and quality standards. No AI-generated content is created or used during gameplay.
AI was used to proofread and correct texts.
No game assets were generated by AI.
All assets were either produced:
In-house
Commissioned from freelancers
From 3rd party asset providers
Contains some optional AI generated voice samples, using Canva, strictly in order to comply with United States Twenty-First Century Communications and Video Accessibility Act (CVAA)