AI-generated art objects
- Creator
- Dorian Dragoi
- Reviews
- -
- Added
- Jul 22, 2026
Public Steam disclosure research 25,383 disclosures tracked
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AI-generated art objects
Localization
Some audio in Fill The Bucket, including sound effects and ambient music, is procedurally generated by code using generative techniques. All such content is created during development and ships with the game; no AI content is generated live during gameplay.
This game uses generative AI to assist with creating some visual assets, including the default keyboard skin, decorative elements, and store promotional images. AI-generated content is manually reviewed, edited, and integrated before use. The game does not generate AI content in real time during gameplay.
AI was used to create pre-rendered 2D comic panels for the main menu story sequence, as well as graphics for some of the in-game stickers and medals.
Generative artificial intelligence has been used to create store page thumbnails based on the developer's scene work. Generative artificial intelligence has been used by the developer to vastly improve the performance of the developers code with respect to loading times. The developer struggled for months to figure out how to reduce a 30 second+ loading time and thanks to the contributions of gen AI that has been brought down to 5 seconds.
The development team was assisted by AI in writing and debugging code. Some sounds were also created using AI.
The game is hanadcrafted by very talented individuals in our team. But as a small studio that is still learning and growing, we leveraged AI to aid us in production. We used AI to generate a few textures for the game. Having said that, we assure everyone that the final game is a result of the hardwork and dedication of a very talented and passionate team.
Some visual assets, promotional images, and concept artwork were created or refined with AI-assisted tools. The final game design, gameplay implementation, level structure, UI integration, editing, selection, arrangement, and compilation were completed and reviewed by the developer. The game does not generate AI content during gameplay.
LLM's were used as an accelerator tool for coding and generating some 3D assets in-game.
This game utilizes AI-generated tools for store page imagery, in-game graphics, and portions of the programming.
AI translation for several language
AI-assisted tools were used for parts of the game’s localization.
This game makes use of AI for localization of the following languages: Ukrainian, Spanish, Japanese, Korean, Polish, Portugese (Brasil), Russian, Simplified Chinese, Traditional Chinese, Turkish, Hindi. We're working with native translators, so expect this list to become shorter with time.
During Early Access, we use AI-generated voice-overs as temporary placeholders for some characters. These will be replaced with professionally recorded voice-overs during development or, at the latest, after the end of the Early Access period.
Few graphical assets such as trees have been created partly with help of AI image generation tools
Color Cup Racing uses generative AI tools as part of the development and content creation process. AI-assisted tools were used to help create or refine some game content, including development support, visual concepts, marketing materials, and/or music assets. All content included in the game is reviewed, selected, edited, and implemented by the developer before release. The game does not generate AI content during gameplay. Players do not enter prompts, the game does not create live AI-generated images, audio, text, or code while running, and the game does not connect to external AI services during play.
Some store assets and code review used AI assistance.
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 used to make pieces of capsule art then assembled and edited in photopea (free online photoshop). All the content in the game, dialogues, colors, quests, items, icons, layouts, proc gen, easter eggs, everything is handcrafted, handpicked and intentionally placed by me, or is a CC0 licenced asset which will be credited upon game's full release.
We used AI to generate additional chat message ideas based on the initial list we made ourselves. Relevant message ideas were added to the game, some messages were altered to fit, and rest were left on the cutting room floor.
AI was used to translate the in-game language.
Some promotional capsule images and a limited number of in-game background artworks were created with the assistance of generative AI tools.
AI assisted drafting was used for the Steam store page text and marketing copy. The game does not use generative AI to create runtime gameplay content or player facing outputs during play.
Generative AI is used to help to make images for store page. The collective badges and cards and profile background used AI support.
- Cutscene voice changer : original audio by voice artist transformed to character voices with AI. No text to speech AI was used as it just wasn't up to standards. - Cutscene music/jingles, profile pictures and background pictures - Textures We are just as repulsed by AI slop (and slop in general) as anybody. We made a conscious effort to drop anything that wasn't up to standard.
- Store page localizations were handled by AI. - Coding support was obtained during the game's development phase.
only store page assets are being AI generated. In-game assets are all Original Work.
AI tools were used to assist in creating store page artwork and promotional materials.
AI has been used in some store materials, such as audio content. However, the majority of the game’s content is not AI-generated, particularly the main characters, maps, and weapons.
The images of passengers are AI generated.
The game to contain art assets generated by artificial intelligence
AI Voices.
AI-assisted tools were used during development to help create and refine some visual assets, sound effects, and music used in the game. All AI-assisted content was reviewed, selected, and edited by the development team before being included in the final game.
I don't know how to code, and I only speak two languages (both badly, if I'm being honest). To actually get this game running properly and make it playable, I had to use AI as a technical assistant. I wrestled with the ethics of this because I care deeply about the line between tools and art. If this game makes any money, it will go straight into hiring professional programmers, artists, and translators. Thank you.
Various sounds and images in this game have been generated through the use of generative artificial intelligence tools.
Generative AI was used to assist with some images, sound effects, music, and translations. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game.
The developer used generative AI tools to assist in creating certain 2D environmental textures and concept artwork used during development. Additionally, AI voice generation software was used to synthesize specific voice lines for characters within the game. AI coding assistants were also utilized to aid in writing and optimizing standard gameplay scripts
This game includes some pre-generated visual assets and music created with the help of AI tools during development. No AI content is generated live during gameplay.
We use AI to generate songs
As a small development studio, we had to use AI to generate translations for the game and the Steam page in order to make the game accessible to the widest possible audience. The graphic and audio assets were created either by us or by the team at Craftpix.net (who, it seems, do not use AI).
Generative AI was used during the development process to assist with code optimization, refactoring, and text translation. None of the AI-generated content is generated in real-time or active during live gameplay.
Generative AI was used to assist with some in-game text and voice narration. All content was reviewed and integrated by the developer.
Generative AI was used in the creation of reaction sound effects (burning, explosions, electricity etc.) only. All music and imagery is human-made and attributed.
Certain assets, music, and sound effects were created using generative AI.
Some of the UI was created with AI assistance
The game includes one AI-generated audio asset: a "BBL Drizzy" beat sampled from Metro Boomin instrumental.
AI Content Disclosure During development, this game used generative AI tools to create some of its content: Music: The background music was created using the AI music-generation tool Suno. Code: Some of the code was written with the assistance of AI tools. Images: Some of the artwork and icons were created using AI image-generation tools. All AI-generated content was selected, adjusted, and integrated into the game by the developer, and was pre-generated (completed during development). No AI content is generated in real time while the game is running.
Some of the 2D visual assets in this game, background images, and UI elements, were created with the assistance of generative AI tools. Additionally, AI tools were utilized to assist with coding and script optimization during the development process.
AI-generated art objects
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Gran Velocita - Real Driving In-game content art | AI-generated art objects | Dorian Dragoi | - | Jul 22, 2026 | |
The Thrill of the Fight 2 In-game content text | Localization | Halfbrick Studios Pty Ltd | - | Jul 22, 2026 | |
Fill The Bucket In-game content audio | Some audio in Fill The Bucket, including sound effects and ambient music, is procedurally generated by code using generative techniques. All such content is created during development and ships with the game; no AI content is generated live during gameplay. | moiiikem | - | Jul 22, 2026 | |
按键对对色 Store/marketing art | This game uses generative AI to assist with creating some visual assets, including the default keyboard skin, decorative elements, and store promotional images. AI-generated content is manually reviewed, edited, and integrated before use. The game does not generate AI content in real time during gameplay. | 青木源语 | - | Jul 22, 2026 | |
The Last Gap In-game content art | AI was used to create pre-rendered 2D comic panels for the main menu story sequence, as well as graphics for some of the in-game stickers and medals. | ApeRockt | - | Jul 22, 2026 | |
Choo Choo Survivor 2 Store/marketing code | Generative artificial intelligence has been used to create store page thumbnails based on the developer's scene work.
Generative artificial intelligence has been used by the developer to vastly improve the performance of the developers code with respect to loading times. The developer struggled for months to figure out how to reduce a 30 second+ loading time and thanks to the contributions of gen AI that has been brought down to 5 seconds. | GTGD | 40 | Jul 21, 2026 | |
Couch PVP Dev only audio | The development team was assisted by AI in writing and debugging code. Some sounds were also created using AI. | Homelaser | - | Jul 20, 2026 | |
Be A Chameleon In-game content art | The game is hanadcrafted by very talented individuals in our team. But as a small studio that is still learning and growing, we leveraged AI to aid us in production. We used AI to generate a few textures for the game. Having said that, we assure everyone that the final game is a result of the hardwork and dedication of a very talented and passionate team. | Treta Studios | - | Jul 20, 2026 | |
Daiying Slingshot In-game content art | Some visual assets, promotional images, and concept artwork were created or refined with AI-assisted tools. The final game design, gameplay implementation, level structure, UI integration, editing, selection, arrangement, and compilation were completed and reviewed by the developer. The game does not generate AI content during gameplay. | Daiying Studio | - | Jul 18, 2026 | |
Nordic In-game content artcode | LLM's were used as an accelerator tool for coding and generating some 3D assets in-game. | Sunday Mondays | - | Jul 18, 2026 | |
鉄道運行管理シミュレーターPro - Railway Dispatcher Pro - In-game content artcode | This game utilizes AI-generated tools for store page imagery, in-game graphics, and portions of the programming. | たでぃまる | - | Jul 18, 2026 | |
Super Football Arena In-game content text | AI translation for several language | indigo game production | - | Jul 18, 2026 | |
Professional Money Relocator In-game content text | AI-assisted tools were used for parts of the game’s localization. | Two Random Guys Studio | - | Jul 18, 2026 | |
semperfly - fpv drone simulator In-game content text | This game makes use of AI for localization of the following languages: Ukrainian, Spanish, Japanese, Korean, Polish, Portugese (Brasil), Russian, Simplified Chinese, Traditional Chinese, Turkish, Hindi. We're working with native translators, so expect this list to become shorter with time. | Nordfen | - | Jul 18, 2026 | |
Emergency Call - The Firefighting Simulation 3 In-game content audio | During Early Access, we use AI-generated voice-overs as temporary placeholders for some characters. These will be replaced with professionally recorded voice-overs during development or, at the latest, after the end of the Early Access period. | Crenetic GmbH Studios | 337 | Jul 17, 2026 | |
Helsinki Online In-game content art | Few graphical assets such as trees have been created partly with help of AI image generation tools | Pietari Niinimäki | - | Jul 17, 2026 | |
Color Cup Racing In-game content artaudio | Color Cup Racing uses generative AI tools as part of the development and content creation process.
AI-assisted tools were used to help create or refine some game content, including development support, visual concepts, marketing materials, and/or music assets. All content included in the game is reviewed, selected, edited, and implemented by the developer before release.
The game does not generate AI content during gameplay. Players do not enter prompts, the game does not create live AI-generated images, audio, text, or code while running, and the game does not connect to external AI services during play. | Matthew Marra | - | Jul 17, 2026 | |
Master Stacker: Tower Trials Store/marketing codeart | Some store assets and code review used AI assistance. | Shift Click Gaming | - | 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 | |
Dome In-game content art | AI used to make pieces of capsule art then assembled and edited in photopea (free online photoshop). All the content in the game, dialogues, colors, quests, items, icons, layouts, proc gen, easter eggs, everything is handcrafted, handpicked and intentionally placed by me, or is a CC0 licenced asset which will be credited upon game's full release. | Nenad Juric | - | Jul 17, 2026 | |
Stream Train In-game content text | We used AI to generate additional chat message ideas based on the initial list we made ourselves. Relevant message ideas were added to the game, some messages were altered to fit, and rest were left on the cutting room floor. | Half Past Yellow | - | Jul 16, 2026 | |
malang girl In-game content text | AI was used to translate the in-game language. | malangsoft | - | Jul 15, 2026 | |
Kachow Kart Racing In-game content art | Some promotional capsule images and a limited number of in-game background artworks were created with the assistance of generative AI tools. | Payna Games | - | Jul 15, 2026 | |
Hyperlane Rally Store/marketing text | AI assisted drafting was used for the Steam store page text and marketing copy. The game does not use generative AI to create runtime gameplay content or player facing outputs during play. | Zhang Mingxin | - | Jul 15, 2026 | |
Toy Shop: Tidy Up! Store/marketing art | Generative AI is used to help to make images for store page. The collective badges and cards and profile background used AI support. | Shiftmoon | 90 | Jul 15, 2026 | |
Boring Car Stories - Maghrebine In-game content audioart | - Cutscene voice changer : original audio by voice artist transformed to character voices with AI. No text to speech AI was used as it just wasn't up to standards.
- Cutscene music/jingles, profile pictures and background pictures
- Textures
We are just as repulsed by AI slop (and slop in general) as anybody. We made a conscious effort to drop anything that wasn't up to standard. | ELFA LABS | 24 | Jul 15, 2026 | |
Snugfang In-game content text | - Store page localizations were handled by AI.
- Coding support was obtained during the game's development phase. | Deniz Durusoy | - | Jul 15, 2026 | |
Mutual Driving In-game content art | only store page assets are being AI generated. In-game assets are all Original Work. | Treta Studios | - | Jul 15, 2026 | |
Armeda Store/marketing art | AI tools were used to assist in creating store page artwork and promotional materials. | Robert Craig Barnhart | - | Jul 15, 2026 | |
DIG Raiders: Anomaly Extraction In-game content audio | AI has been used in some store materials, such as audio content. However, the majority of the game’s content is not AI-generated, particularly the main characters, maps, and weapons. | Soda Game Studio | - | Jul 14, 2026 | |
The Baggage Room In-game content art | The images of passengers are AI generated. | Terminal 3 Games | - | Jul 14, 2026 | |
Earth Simulator In-game content art | The game to contain art assets generated by artificial intelligence | Gamesforfarm | 16 | Jul 13, 2026 | |
Battlegeuse Unclear audio | AI Voices. | Laboriontech Games | - | Jul 12, 2026 | |
Zombie Tag In-game content artaudio | AI-assisted tools were used during development to help create and refine some visual assets, sound effects, and music used in the game. All AI-assisted content was reviewed, selected, and edited by the development team before being included in the final game. | Babs Games | - | Jul 11, 2026 | |
Universalia Dev only | I don't know how to code, and I only speak two languages (both badly, if I'm being honest). To actually get this game running properly and make it playable, I had to use AI as a technical assistant.
I wrestled with the ethics of this because I care deeply about the line between tools and art. If this game makes any money, it will go straight into hiring professional programmers, artists, and translators.
Thank you. | Roberto Schiavulli | - | Jul 11, 2026 | |
Bumper Buddies In-game content artaudio | Various sounds and images in this game have been generated through the use of generative artificial intelligence tools. | Bumper Buddies | - | Jul 11, 2026 | |
Unicycle Journey In-game content artaudiotext | Generative AI was used to assist with some images, sound effects, music, and translations. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game. | JovakGames | - | Jul 11, 2026 | |
The Evidence Cleaner In-game content artaudiocode | The developer used generative AI tools to assist in creating certain 2D environmental textures and concept artwork used during development. Additionally, AI voice generation software was used to synthesize specific voice lines for characters within the game. AI coding assistants were also utilized to aid in writing and optimizing standard gameplay scripts | Titanz Game | - | Jul 11, 2026 | |
Canal Tycoon In-game content artaudio | This game includes some pre-generated visual assets and music created with the help of AI tools during development. No AI content is generated live during gameplay. | Throup Media Ltd | - | Jul 11, 2026 | |
Karakulo 21 In-game content audio | We use AI to generate songs | Pigeon-G | - | Jul 11, 2026 | |
Cyber Pet'Scape : Call of Freedom In-game content text | As a small development studio, we had to use AI to generate translations for the game and the Steam page in order to make the game accessible to the widest possible audience.
The graphic and audio assets were created either by us or by the team at Craftpix.net (who, it seems, do not use AI). | Pixo Philo | - | Jul 11, 2026 | |
Bastyrion: Endless Tide In-game content codetext | Generative AI was used during the development process to assist with code optimization, refactoring, and text translation. None of the AI-generated content is generated in real-time or active during live gameplay. | Ryuusu's Mate Party | - | Jul 11, 2026 | |
Cube Crawler In-game content textaudio | Generative AI was used to assist with some in-game text and voice narration. All content was reviewed and integrated by the developer. | FreeTimeDevelopment | - | Jul 10, 2026 | |
Alembic In-game content audio | Generative AI was used in the creation of reaction sound effects (burning, explosions, electricity etc.) only.
All music and imagery is human-made and attributed. | Equious | - | Jul 9, 2026 | |
Deadly Dispatch In-game content audio | Certain assets, music, and sound effects were created using generative AI. | Monochrome Ltd | - | Jul 9, 2026 | |
Ascendring: League of the Risen In-game content art | Some of the UI was created with AI assistance | Zsolt Nyitrai | - | Jul 9, 2026 | |
Nutshot Simulator | The game includes one AI-generated audio asset: a "BBL Drizzy" beat sampled from Metro Boomin instrumental. | Daniel X Moore | - | Jul 9, 2026 | |
Snip & Fly In-game content audioartcode | AI Content Disclosure
During development, this game used generative AI tools to create some of its content:
Music: The background music was created using the AI music-generation tool Suno.
Code: Some of the code was written with the assistance of AI tools.
Images: Some of the artwork and icons were created using AI image-generation tools.
All AI-generated content was selected, adjusted, and integrated into the game by the developer, and was pre-generated (completed during development). No AI content is generated in real time while the game is running. | HuntForge | - | Jul 9, 2026 | |
Bouncy Birbs In-game content art | Some of the 2D visual assets in this game, background images, and UI elements, were created with the assistance of generative AI tools. Additionally, AI tools were utilized to assist with coding and script optimization during the development process. | Cateto | - | Jul 9, 2026 | |
HeadOn - Body Cam Shooter Game In-game content art | AI-generated art objects | INSTAMARKETING & GAME | - | Jul 9, 2026 |