A small amount of the art is generated or seeded using AI, but much of it is altered, changed or had custom things done with it. All music, sound, writing and code was made by a human.
- Creator
- SimProse Studios
- Reviews
- -
- Added
- Jul 24, 2026
Public Steam disclosure research 25,380 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
A small amount of the art is generated or seeded using AI, but much of it is altered, changed or had custom things done with it. All music, sound, writing and code was made by a human.
Some of this game's shipped assets were created with the assistance of generative AI tools, all reviewed and curated by our team: 3D models and their textures (generated from our team's original concept designs), 2D illustrations and UI artwork, music and sound effects, and AI-assisted translations of in-game text for some supported languages. All AI-generated assets are used under commercial licenses with full usage rights. No content is generated while the game is running, and the game does not connect to any external AI service.
Used for generating images such as character sprites, backgrounds, and logos. Also used for text translation (which might be terrible).
Some placeholder artwork and images currently use generative AI or AI-assisted enhancement. These assets may be replaced or revised during development.
Some game text, procedural artwork, sound effects, and store page copy were created with AI assistance, then reviewed and curated by the developer. Character and enemy sprites are licensed, human-made pixel art. No content is AI-generated during gameplay.
Visual assets in Blackbriar Crypt were created with generative AI tools (Stable Diffusion via ComfyUI), including in-game 2D art such as item icons, character portraits, enemy sprites, and UI backgrounds, as well as store and library marketing images. Each asset was selected, edited, and approved by the developer before release.
Crooked Derby includes some pre-generated visual assets created with generative AI. All AI-assisted content was iterated on, reviewed, and approved by the developer before being included in the game.
Generative AI was used during the development of this game to assist with the creation of certain visual assets and to help with portions of the programming process. All gameplay mechanics, game design, story, progression, and creative direction were designed and implemented by the developer.
None of the game's artwork, audio, or imagery is AI-generated. Portraits, interface, and all store and marketing art are hand-authored vector and procedural work, and that is a hard rule of the project. We do use AI assistance during development for writing and code, including drafting store text and the scripts that lay out our marketing art, all of it reviewed and edited by hand. No image-generation models are used anywhere, in the game or in its marketing. Dialogue and narration are generated at runtime by a small language model running entirely on the player's machine. Nothing is sent to any server. The model has no authority over the game: a deterministic simulation decides every outcome, fact, and number, and the model only phrases scenes from state the engine hands it. Its output is structurally constrained and validated against the simulation before it appears, and invalid output is rejected. Prompts and validation keep generated text within the game's fiction and its PG-13 register. Player-typed orders go only to the local model and never leave the machine.
Some characters in the game were designed using AI.
This game is built by a Master of the Fine Arts in Digital and New Media with a specialization in procedural content. Generative AI tools were used during development to create and iterate on pre-rendered visual assets, including dream artwork, backgrounds, capsule art, and marketing imagery. All AI-assisted content is selected, edited, and integrated by the development team. The game does not generate AI content during gameplay and does not connect to third-party AI services during play.
Generative AI was used to assist with grammar and spelling checks for some in-game text, translate store page content, and generate some sound assets. All content was reviewed and approved by the developer before inclusion. The game does not use live-generated AI.
The prototypes for a small number of icons and scene images in the game were generated by AI, followed by manual refinement.
localization, sounds
The core game mechanics, game design, and overall creative direction are 100% my original vision. No AI tools were used for conceptualizing ideas or narrative structure. The programming code was generated utilizing the Rosebud AI platform, and the 2D visual assets were initially created with generative art tools. Code, artwork, and music were reviewed, manually edited, and arranged by me to bring my specific creative vision to life.
Character Art, Enemy Art, Two Backgrounds
Generative AI was used for some images and localization.
Only assets like art and sound were generated using AI. Code was designed and programmed by me.
Portions of this game were created with the assistance of generative AI tools. This includes parts of the game's code, artwork and UI graphics, sound effects, and written text (in-game and on the store page). All AI-assisted content was directed, reviewed, and edited by the developer before inclusion. No AI content is generated during gameplay, the cribbage opponent uses conventional game algorithms, not generative AI and the game does not connect to any AI services at runtime.
Some of the game's assets and marketing materials were created with the assistance of generative AI tools, then reviewed and edited by the developer. All content is pre-rendered; the game does not generate any content at runtime.
AI was used to help develop parts of the game such as code, formulas, and concepts. Game origination, development, assets, and management was solely led by human solo developer. There is no use of AI during any active play of this game.
Some visual assets — character art/portraits, sprite artwork, and store/marketing capsule images — were created with the help of generative AI image tools, then edited, composited, and curated by the developer. All such assets are PRE-GENERATED during development; the shipped game performs NO live/runtime AI generation. No generative AI produces text, dialogue, or any player-facing content at runtime. All generated assets were reviewed by the developer to ensure they contain no infringing or inappropriate material.
During development we used generative AI tools to create some content that ships in the game: - Visual art: Some 2D art (card illustrations, store/capsule art, boss and deity illustrations, UI seals, and marketing images) was generated with an image model, then hand-edited, composited, and curated by us. - Music: The looping background music tracks were generated with an AI music tool, then edited and mastered (trimmed and crossfade-looped) by us before inclusion. - Text / localization: Some in-game text and its translations (Traditional Chinese, Simplified Chinese, English) were produced with AI assistance and then reviewed and edited by us. All AI-generated content was reviewed by a human before shipping. We have confirmed our right to use these tools' output commercially, and have taken steps to ensure the content does not infringe third-party IP.
Some Music is generated. Thats it :)
Generative artificial intelligence has been used to generate store page thumbnails based on the developers artwork. All in game artwork has been drawn by hand by the developer.
Generative AI was used for creating Store page assets and in game items. Generated content was then manually edited to remove any anomalies and match look and feel of overall game's theme.
During development, AI tools were used to assist in polishing select text descriptions, as well as providing technical support for some of the character art and music assets. However, the core narrative, setting, and gameplay systems are 100% original, conceived and designed entirely by our team. We wanted to share this with complete transparency and genuinely thank you for your understanding and support. We welcome you to enjoy the game based on your own preferences!
AI was used for translation, testing, and art assistance.
Some character and environment artwork, and portions of marketing/store text, were created with the assistance of generative AI tools. All assets were selected, edited, and integrated by the developer, who has the rights to use them. No AI runs at runtime in the game.
The narrator's voiceovers are generated with the assistance of AI technology to enhance the storytelling atmosphere.
The game's design, game systems, balance, and English narrative are human-developed. AI tools were used during development as a coding assistant, with any recommended code changes specified, reviewed, and tested by the developer. The Japanese localization was produced with AI assistance and hand-edited for nuances, idioms, and accuracy. AI tools were also used for grammar and spell checking. No content is AI-generated at runtime.
We use AI to assist with game development, including code, translations, and the creation of background assets. The game does not use any real-time AI systems.
The visual art assets in this game — including character and enemy portraits, item icons, environment/scene artwork, UI elements, the game icon, and the store/library capsule images — were created with the help of generative AI image tools during development. All of this content was manually reviewed, curated, and edited by the team. The game does not use generative AI in real time during gameplay.
The development of Mind Against Fate utilized Artificial Intelligence (AI) tools to assist in the creation of specific pre-generated assets and coding workflows: - Visual Assets: The portraits for heroes and in-game item icons were initially generated using Kling.AI and Google generative tools, and were subsequently refined, detailed, and polished using graphic design software. - 3D Models: Certain 3D asset bases and models in the game were created with the assistance of Meshy.AI before being finalized and integrated into the game engine. - Coding Assistance: Development and implementation speed were enhanced using AI-assisted coding tools (Cursor AI utilizing Google Gemini and Anthropic Claude versions). We ensure that all generated content has been thoroughly reviewed and edited to meet quality standards, and contains no copyrighted or infringing materials.
Some Assets were created with AI assistance.
Some of Tapis's visual assets were created with the help of generative AI tools. These elements are produced ahead of time, then art-directed, selected and reworked by the studio to fit the game's world. No AI generates any content while you play: the gameplay, rules, balancing and all systems are entirely designed and hand-validated.
Yes – The game contains AI-generated visuals, including card illustrations, background artwork, UI panels, and store page assets (capsules, icons, screenshots), created using AI image generation tools and curated by the developer.
This game does not use generative AI at runtime and does not generate content based on player input. Generative AI was used during development to assist with some static artwork, icons, promotional images, and draft text. All such content was reviewed, edited, integrated, and approved by the developer.
All in-game art resources are subject to secondary creation and modification based on AI-generated content.
Card 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. The game does not generate any content with AI at runtime.
AI tools were used to create early drafts and a few base images for certain small visual elements, such as mission briefing cityscape thumbnails. Some initial sprite concepts were generated using AI. These assets were manually edited, adjusted, and integrated into the game’s visual style. No live generative AI is used during gameplay.
Ridiculous Games employs artists, designers and programmers to make our games. We used generative AI to help create this game. It's part of what lets a small team build a game like this. We believe in being transparent about the tools we use, but they're only tools. Every part of this game is reviewed, refined, and curated by our team to meet our creative vision and quality standards, and we hope you'll enjoy the game for the experience it delivers.
This game is basically AI-generated
Some AI was used to generate images (player and creature portraits) used in this game.
Some of the game's music, textures, and models are generated by artificial intelligence
本游戏使用 AI 辅助创作部分美术素材。
Run It Back: 90 Days to Race is developed solo. Illustrating the game's scenes, key art, and character art by hand wasn't feasible working alone, so AI image-generation tools are used as part of the art pipeline — some pieces generated directly from text prompts, others produced by restyling real photographic references into the game's illustrated art style. All AI-assisted artwork was selected and curated by the developer. No AI-generated content is created live during gameplay.
AI involved during development.
This is a solo-developed game. Some visual assets were created with the assistance of generative AI. I started from my own sketches and concepts, then used AI to generate and refine artwork, with all final assets reviewed and integrated by me.
Marketing images and designs incorporate some AI-generated elements
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Realmbound Frontier In-game content art | A small amount of the art is generated or seeded using AI, but much of it is altered, changed or had custom things done with it. All music, sound, writing and code was made by a human. | SimProse Studios | - | Jul 24, 2026 | |
棋门遁甲 In-game content artaudiotext | Some of this game's shipped assets were created with the assistance of generative AI tools, all reviewed and curated by our team: 3D models and their textures (generated from our team's original concept designs), 2D illustrations and UI artwork, music and sound effects, and AI-assisted translations of in-game text for some supported languages. All AI-generated assets are used under commercial licenses with full usage rights. No content is generated while the game is running, and the game does not connect to any external AI service. | AgentGameLab | - | Jul 23, 2026 | |
This mountain? Got it from my gramps. In-game content arttext | Used for generating images such as character sprites, backgrounds, and logos. Also used for text translation (which might be terrible). | favabean_works | - | Jul 23, 2026 | |
Colonerra: Age of Exploration In-game content art | Some placeholder artwork and images currently use generative AI or AI-assisted enhancement. These assets may be replaced or revised during development. | The Game Tzar | - | Jul 23, 2026 | |
Graveyard Shift: A Sage's Last Stand In-game content textartaudio | Some game text, procedural artwork, sound effects, and store page copy were created with AI assistance, then reviewed and curated by the developer. Character and enemy sprites are licensed, human-made pixel art. No content is AI-generated during gameplay. | MONKEYMAN GAMES | - | Jul 23, 2026 | |
Blackbriar Crypt In-game content art | Visual assets in Blackbriar Crypt were created with generative AI tools (Stable Diffusion via ComfyUI), including in-game 2D art such as item icons, character portraits, enemy sprites, and UI backgrounds, as well as store and library marketing images. Each asset was selected, edited, and approved by the developer before release. | Donbrico Studio | - | Jul 23, 2026 | |
Crooked Derby In-game content art | Crooked Derby includes some pre-generated visual assets created with generative AI. All AI-assisted content was iterated on, reviewed, and approved by the developer before being included in the game. | GRM Games | - | Jul 23, 2026 | |
SpacePorts In-game content artcode | Generative AI was used during the development of this game to assist with the creation of certain visual assets and to help with portions of the programming process. All gameplay mechanics, game design, story, progression, and creative direction were designed and implemented by the developer. | Jørgen S. Eide | - | Jul 23, 2026 | |
The Mandate Live AI textcode | None of the game's artwork, audio, or imagery is AI-generated. Portraits, interface, and all store and marketing art are hand-authored vector and procedural work, and that is a hard rule of the project. We do use AI assistance during development for writing and code, including drafting store text and the scripts that lay out our marketing art, all of it reviewed and edited by hand. No image-generation models are used anywhere, in the game or in its marketing.
Dialogue and narration are generated at runtime by a small language model running entirely on the player's machine. Nothing is sent to any server. The model has no authority over the game: a deterministic simulation decides every outcome, fact, and number, and the model only phrases scenes from state the engine hands it. Its output is structurally constrained and validated against the simulation before it appears, and invalid output is rejected. Prompts and validation keep generated text within the game's fiction and its PG-13 register. Player-typed orders go only to the local model and never leave the machine. | SyntiaGames | - | Jul 23, 2026 | |
Girls Summon In-game content art | Some characters in the game were designed using AI. | Girls Summon Studio | - | Jul 23, 2026 | |
Dream Broadcast Simulator In-game content art | This game is built by a Master of the Fine Arts in Digital and New Media with a specialization in procedural content. Generative AI tools were used during development to create and iterate on pre-rendered visual assets, including dream artwork, backgrounds, capsule art, and marketing imagery. All AI-assisted content is selected, edited, and integrated by the development team. The game does not generate AI content during gameplay and does not connect to third-party AI services during play. | Playable Future LLC | - | Jul 23, 2026 | |
Monster Emblem: Vision Impossible In-game content textaudio | Generative AI was used to assist with grammar and spelling checks for some in-game text, translate store page content, and generate some sound assets. All content was reviewed and approved by the developer before inclusion. The game does not use live-generated AI. | Peepton | - | Jul 23, 2026 | |
Dreamix In-game content art | The prototypes for a small number of icons and scene images in the game were generated by AI, followed by manual refinement. | 1101 Studio | - | Jul 23, 2026 | |
Culture Warz: Tactics In-game content textaudio | localization, sounds | Rear Admiral Games | - | Jul 23, 2026 | |
Legion Hunters In-game content artcode | The core game mechanics, game design, and overall creative direction are 100% my original vision. No AI tools were used for conceptualizing ideas or narrative structure. The programming code was generated utilizing the Rosebud AI platform, and the 2D visual assets were initially created with generative art tools. Code, artwork, and music were reviewed, manually edited, and arranged by me to bring my specific creative vision to life. | LegionH | - | Jul 22, 2026 | |
Cute Chocomancer Unclear art | Character Art, Enemy Art, Two Backgrounds | Apropia's Welcome | - | Jul 22, 2026 | |
Crown Marshal In-game content arttext | Generative AI was used for some images and localization. | FOGMOE | - | Jul 22, 2026 | |
Glyphrune In-game content artaudio | Only assets like art and sound were generated using AI. Code was designed and programmed by me. | Caitlyn Walsh (CaveBit Studios) | - | Jul 22, 2026 | |
Just Cribbage In-game content artaudiotextcode | Portions of this game were created with the assistance of generative AI tools. This includes parts of the game's code, artwork and UI graphics, sound effects, and written text (in-game and on the store page). All AI-assisted content was directed, reviewed, and edited by the developer before inclusion. No AI content is generated during gameplay, the cribbage opponent uses conventional game algorithms, not generative AI and the game does not connect to any AI services at runtime. | Five Cats Studios | - | Jul 22, 2026 | |
Naval Strike Store/marketing art | Some of the game's assets and marketing materials were created with the assistance of generative AI tools, then reviewed and edited by the developer. All content is pre-rendered; the game does not generate any content at runtime. | VGP256 | - | Jul 22, 2026 | |
Fast Charging Tycoon Dev only code | AI was used to help develop parts of the game such as code, formulas, and concepts. Game origination, development, assets, and management was solely led by human solo developer. There is no use of AI during any active play of this game. | Charged Future | - | Jul 22, 2026 | |
SYNTAX WARS art | Some visual assets — character art/portraits, sprite artwork, and store/marketing
capsule images — were created with the help of generative AI image tools, then
edited, composited, and curated by the developer. All such assets are PRE-GENERATED
during development; the shipped game performs NO live/runtime AI generation. No
generative AI produces text, dialogue, or any player-facing content at runtime.
All generated assets were reviewed by the developer to ensure they contain no
infringing or inappropriate material. | Mosan Game Studio | - | Jul 22, 2026 | |
Wuxing In-game content artaudiotext | During development we used generative AI tools to create some content that ships in the game:
- Visual art: Some 2D art (card illustrations, store/capsule art, boss and deity illustrations, UI seals, and marketing images) was generated with an image model, then hand-edited, composited, and curated by us.
- Music: The looping background music tracks were generated with an AI music tool, then edited and mastered (trimmed and crossfade-looped) by us before inclusion.
- Text / localization: Some in-game text and its translations (Traditional Chinese, Simplified Chinese, English) were produced with AI assistance and then reviewed and edited by us.
All AI-generated content was reviewed by a human before shipping.
We have confirmed our right to use these tools' output commercially, and have taken steps to ensure the content does not infringe third-party IP. | Breeze Fox Studios | - | Jul 22, 2026 | |
Ranoka In-game content audio | Some Music is generated. Thats it :) | Soul in a flask | - | Jul 22, 2026 | |
Compacted Store/marketing art | Generative artificial intelligence has been used to generate store page thumbnails based on the developers artwork. All in game artwork has been drawn by hand by the developer. | GTGD | - | Jul 21, 2026 | |
Tix and Claw In-game content art | Generative AI was used for creating Store page assets and in game items. Generated content was then manually edited to remove any anomalies and match look and feel of overall game's theme. | GameGameGames | - | Jul 20, 2026 | |
崇祯直聘:明末官场沉浮模拟器 In-game content textartaudio | During development, AI tools were used to assist in polishing select text descriptions, as well as providing technical support for some of the character art and music assets.
However, the core narrative, setting, and gameplay systems are 100% original, conceived and designed entirely by our team. We wanted to share this with complete transparency and genuinely thank you for your understanding and support. We welcome you to enjoy the game based on your own preferences! | Pyacark | - | Jul 20, 2026 | |
阿可与小白:大战污染兽 In-game content arttext | AI was used for translation, testing, and art assistance. | 狐狸博士 Dr.Fox | - | Jul 20, 2026 | |
Aethermoor In-game content arttext | Some character and environment artwork, and portions of marketing/store text, were created with the assistance of generative AI tools. All assets were selected, edited, and integrated by the developer, who has the rights to use them. No AI runs at runtime in the game. | Jonathan Cogswell | - | Jul 20, 2026 | |
Rising Moonshade In-game content audio | The narrator's voiceovers are generated with the assistance of AI technology to enhance the storytelling atmosphere. | Split Pupil Games | - | Jul 20, 2026 | |
Warp to Sector One In-game content codetext | The game's design, game systems, balance, and English narrative are human-developed. AI tools were used during development as a coding assistant, with any recommended code changes specified, reviewed, and tested by the developer. The Japanese localization was produced with AI assistance and hand-edited for nuances, idioms, and accuracy. AI tools were also used for grammar and spell checking. No content is AI-generated at runtime. | hextor.Games | 27 | Jul 20, 2026 | |
Poker Games In-game content arttextcode | We use AI to assist with game development, including code, translations, and the creation of background assets. The game does not use any real-time AI systems. | Typeco | - | Jul 19, 2026 | |
Mnema: The Fallen Remembered In-game content art | The visual art assets in this game — including character and enemy portraits, item icons, environment/scene artwork, UI elements, the game icon, and the store/library capsule images — were created with the help of generative AI image tools during development. All of this content was manually reviewed, curated, and edited by the team. The game does not use generative AI in real time during gameplay. | Ukammi | - | Jul 18, 2026 | |
Mind Against Fate In-game content artcode | The development of Mind Against Fate utilized Artificial Intelligence (AI) tools to assist in the creation of specific pre-generated assets and coding workflows:
- Visual Assets: The portraits for heroes and in-game item icons were initially generated using Kling.AI and Google generative tools, and were subsequently refined, detailed, and polished using graphic design software.
- 3D Models: Certain 3D asset bases and models in the game were created with the assistance of Meshy.AI before being finalized and integrated into the game engine.
- Coding Assistance: Development and implementation speed were enhanced using AI-assisted coding tools (Cursor AI utilizing Google Gemini and Anthropic Claude versions).
We ensure that all generated content has been thoroughly reviewed and edited to meet quality standards, and contains no copyrighted or infringing materials. | Mind Against Fate | - | Jul 18, 2026 | |
Maiden Covenant: The Infernal Citadel Unclear | Some Assets were created with AI assistance. | Moving Bear Studio | - | Jul 18, 2026 | |
Tapis In-game content art | Some of Tapis's visual assets were created with the help of generative AI tools. These elements are produced ahead of time, then art-directed, selected and reworked by the studio to fit the game's world. No AI generates any content while you play: the gameplay, rules, balancing and all systems are entirely designed and hand-validated. | Bellescene Studio | - | Jul 18, 2026 | |
ITCHING! In-game content art | Yes – The game contains AI-generated visuals, including card illustrations, background artwork, UI panels, and store page assets (capsules, icons, screenshots), created using AI image generation tools and curated by the developer. | Cw4M | - | Jul 18, 2026 | |
放置事务所 In-game content arttext | This game does not use generative AI at runtime and does not generate content based on player input. Generative AI was used during development to assist with some static artwork, icons, promotional images, and draft text. All such content was reviewed, edited, integrated, and approved by the developer. | drowsycatstudio | - | Jul 18, 2026 | |
中医模拟练习生 In-game content art | All in-game art resources are subject to secondary creation and modification based on AI-generated content. | guizhi0011 | - | Jul 18, 2026 | |
Hackagon: Cyber Card Battler In-game content art | Card 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. The game does not generate any content with AI at runtime. | Main Thread Games | - | Jul 17, 2026 | |
LockLine In-game content art | AI tools were used to create early drafts and a few base images for certain small visual elements, such as mission briefing cityscape thumbnails. Some initial sprite concepts were generated using AI. These assets were manually edited, adjusted, and integrated into the game’s visual style. No live generative AI is used during gameplay. | Wondered Off | - | Jul 17, 2026 | |
Time Boxing Unclear | Ridiculous Games employs artists, designers and programmers to make our games. We used generative AI to help create this game. It's part of what lets a small team build a game like this. We believe in being transparent about the tools we use, but they're only tools. Every part of this game is reviewed, refined, and curated by our team to meet our creative vision and quality standards, and we hope you'll enjoy the game for the experience it delivers. | Ridiculous Games | - | Jul 17, 2026 | |
The Devil's Ledger Unclear | This game is basically AI-generated | zun | - | Jul 17, 2026 | |
Fantasy Classic: Dungeon Crawler In-game content art | Some AI was used to generate images (player and creature portraits) used in this game. | Eternal Play Office | - | Jul 17, 2026 | |
最强仙门 In-game content audioart | Some of the game's music, textures, and models are generated by artificial intelligence | VoidStudio | - | Jul 17, 2026 | |
疾风群侠传 In-game content art | 本游戏使用 AI 辅助创作部分美术素材。 | 成分复杂游戏实验室 | - | Jul 17, 2026 | |
Run it Back: 90 Days to Race In-game content art | Run It Back: 90 Days to Race is developed solo. Illustrating the game's scenes, key art, and character art by hand wasn't feasible working alone, so AI image-generation tools are used as part of the art pipeline — some pieces generated directly from text prompts, others produced by restyling real photographic references into the game's illustrated art style. All AI-assisted artwork was selected and curated by the developer. No AI-generated content is created live during gameplay. | EmptyFolder Studio | - | Jul 17, 2026 | |
Rig the Casino Dev only | AI involved during development. | Present Games | - | Jul 17, 2026 | |
Alien Hunt In-game content art | This is a solo-developed game. Some visual assets were created with the assistance of generative AI. I started from my own sketches and concepts, then used AI to generate and refine artwork, with all final assets reviewed and integrated by me. | Myrt | - | Jul 17, 2026 | |
Queen's Court: A Duel of Dignitaries Store/marketing art | Marketing images and designs incorporate some AI-generated elements | The Lady and Loaf Games Co. | - | Jul 16, 2026 |