Use of AI during prototyping to generate some of the early 2D assets
- Creator
- Pouet
- Reviews
- -
- Added
- Mar 18, 2026
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Use of AI during prototyping to generate some of the early 2D assets
Generation of images and video animations made using artificial intelligence
We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style. Our characters are hand drawn by humans. Our objects are hand drawn by humans. All user interface (UI) elements are hand drawn by humans. All animations are hand drawn and meticulously rigged (also by humans) using bone animation.
AI was used in the coding of this game, the asset generation, brainstorming practical solutions (knowledge about opensource tts options, distribution options), and in helping problem solve most steps in the development, and application process. It allowed one developer to create a high quality, low cost educational product to greatly assist in language learning worldwide.
During the development of this game, we used generative AI tools to assist in creating two types of core content: first, game-related graphical materials, including capsule images required for store promotion (such as Header Capsule, Small Capsule, etc.), in-game scene illustrations, character design reference images, and other visual assets; second, game audio materials, including background music for scenes, operational interaction sound effects, and other musical content. All AI-generated materials have undergone screening, modification, and compliance review by the development team to ensure they meet Steam's graphical asset rules and content guidelines. The final presentation is highly consistent with the game's overall style and core gameplay, and does not involve any non-compliant or infringing content.
We created and modified some of the background music and background elements using AI.
The narrator is a pre-recorded AI voice.
The in-game artifact pictures are generated using AI tools.
AI is used only during the early concept and ideation stages of some art. All final in-game assets are created and implemented by the development team.
AI-assisted tools were used during the development of this game, including assistance with writing game code, some audio assets, and certain promotional materials for this store page. All AI-assisted content was directed, reviewed, and integrated by the developer, and the game's design and creative direction are the developer's own. The game does not use AI at runtime: no gameplay content, player-facing text, or other material is generated by AI while playing.
I created music to be used as background music using generative AI and used it after some cutting.
AI was used to facilitate the creation of some assets
The game's logo and library assets were generated with the help of artificial intelligence.
I use AI to help me code and convert recorded melodies into full songs and adjust the BPM.
Some art work and visual assets in this game were created using AI-assisted tools. No AI is used during gameplay and no content is generated in real time.
AI helped me create the game logo, steam store pictures and a tiny help with notes text
Generative AI is used only for creating store thumbnails and in-game translations.
About half of the character 3D models were created using AI. AI was used for most of the music, with a few exceptions. For images, AI was used for the icons.
Use of IA: - Speech from the Book of the Ancient - Last song - Some HUD elements
AI has been used to fill in art, music and code due to lack of sufficient resources available. This is not satisfactory in the long run. The ambition is to eventually replace all AI content with proper man-made assets assuming the revenue increases. I apologize for the slop, but we will have to bear it for now.
Some visual assets, such as icons and UI borders, were created using generative AI tools.
Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists.
This game uses artificial intelligence to drive roleplaying of characters in the game.
AI is used to create 2D images for making 3D assets later.
This game does not use AI to generate any runtime content during gameplay. AI tools were used only for marketing and promotional materials and do not affect the game itself or player experience.
Some visual and audio assets in Somnolence were created or enhanced using AI-assisted tools during development, such as generative image and voice synthesis software. All content has been manually reviewed, edited, and integrated by the developer to fit the game’s narrative and aesthetic design. The game itself does not generate or modify content in real time.
AI is used in very limited terms for creating some portions of the store graphic images, which are then modified in paint software for the final product. AI images may be used in some in-game backgrounds like Credits pages, but modified as required. AI is not used to create the game itself or its scripting.
The IA was used to clean, tidy and simplify code, make some 3d Environment assets and some UI elements
It can be used in game videos.
The marketing materials include AI generated contents.
The background images and reptiles pictures are pre-rendered AI art
- Voiceovers and animations - Various graphic elements
1.Partial promotional materials. 2.English translation content. 3.Some in-game monster characters.
Some of the scene images in the game were created using AI painting technology.
The story, narrative, and core implementation are entirely human-made. AI tools were used for supporting elements in voice acting (ElevenLabs), imagery, music production, and video. Less than 15% of videographic content used AI generation (primarily edited in Canva and Filmora). Our two-person team meticulously guided and refined all AI-assisted content, spending hours to meet specific narrative and quality requirements. We specifically chose ElevenLabs as they contribute directly to Voice Actors through royalties and licensing deals. Special thanks to the Pixabay community for providing the high-quality audio alternatives used when the GenAI Content toggle is inactive.
Portions of the game's art, audio, and text utilized AI-generated original materials that were subsequently edited and enhanced.
To achieve more flexible play-by-play commentary, this game has an AI-generated voice feature. *Only available in Japanese commentary.
This game uses generative AI for some character images.
Using artificial intelligence: Some famous games (example, lyrics, partial usage, and musical accompaniment) were created to promote technological progress. The lecture, one way or another, is dedicated to (OpenAI) and Mubert. This helped expand the creative possibilities and add a unique atmosphere, while maintaining full creative control on the part of the developer.
I started without, but starting to use more recently so its a mix, I Locally generated the images and videos using ComfyUI
Some minor text and sound elements were assisted by AI tools, but nearly all creative content, ideas, and production were made by humans.
Regarding the composition of game and store images, I used the AI model DeepSeek-R1 to generate them.As far as I know, images generated by AI usually do not have copyright
1. In-game voice lines are dubbed using AI. 2. The game includes one original BGM track by the developer; all other in-game sound effects are generated using AI. 3. Some AI-generated images are used as widgets. 4. A portion of the in-game models (about 5%) were initially created with AI and then modified.
This game uses AI-generated assets (background images and character tokens). Early Access revenue will go towards commissioning non-AI art.
Game application icon and splash screen's initial concepts were generated using Stable Diffusion
The promotional images for the store page were partially created using generative AI
We want to be clear about our position: we do not support generative AI in art and will not use it for content creation. All visual art, animations, and music in Aura Adventure are created by human artists. We only use an educational chatbot on our website to answer programming questions (https://initori.com/chat). This chatbot may be integrated into the game as an optional learning tool for syntax or logic questions, supplementary to the core experience. We will continue to hire human artists for all creative work—sprites, environments, illustrations, and soundtrack. This approach ensures authentic artistic vision and supports the creative professionals who make this project possible.
Logo was generated with AI.
The program includes a local (offline, downloaded with the build) AI model trained by us to generate text content for adventures, NPCs, mobs, and items based on player prompts. In addition, the program includes pre-generated 3D models of props and NPCs edited by artists.
Nano Banana & Tripio used for some visual assets.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Chess Club Manager Dev only art | Use of AI during prototyping to generate some of the early 2D assets | Pouet | - | Mar 18, 2026 | |
The price of tomorrow Store/marketing art | Generation of images and video animations made using artificial intelligence | Gleb&Aleksandr | - | Mar 18, 2026 | |
A Date With Yuika In-game content art | We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style.
Our characters are hand drawn by humans.
Our objects are hand drawn by humans.
All user interface (UI) elements are hand drawn by humans.
All animations are hand drawn and meticulously rigged (also by humans) using bone animation. | Feeling Potion | - | Mar 18, 2026 | |
FlashBoss Dev only codeartaudiotext | AI was used in the coding of this game, the asset generation, brainstorming practical solutions (knowledge about opensource tts options, distribution options), and in helping problem solve most steps in the development, and application process. It allowed one developer to create a high quality, low cost educational product to greatly assist in language learning worldwide. | Odiin | 11 | Mar 18, 2026 | |
她的狩猎场 In-game content artaudio | During the development of this game, we used generative AI tools to assist in creating two types of core content: first, game-related graphical materials, including capsule images required for store promotion (such as Header Capsule, Small Capsule, etc.), in-game scene illustrations, character design reference images, and other visual assets; second, game audio materials, including background music for scenes, operational interaction sound effects, and other musical content. All AI-generated materials have undergone screening, modification, and compliance review by the development team to ensure they meet Steam's graphical asset rules and content guidelines. The final presentation is highly consistent with the game's overall style and core gameplay, and does not involve any non-compliant or infringing content. | 电子冰块Cybertech | - | Mar 18, 2026 | |
WishPot In-game content audioart | We created and modified some of the background music and background elements using AI. | BaboQuest | - | Mar 18, 2026 | |
Lifecycles of the Traveler Spider In-game content audio | The narrator is a pre-recorded AI voice. | IceBathGames | - | Mar 18, 2026 | |
Universe Exploration In-game content art | The in-game artifact pictures are generated using AI tools. | Eric | 21 | Mar 18, 2026 | |
MioAquaria In-game content art | AI is used only during the early concept and ideation stages of some art. All final in-game assets are created and implemented by the development team. | Pixellore Inc | - | Mar 18, 2026 | |
Tiny Frontier In-game content codeaudioart | AI-assisted tools were used during the development of this game, including assistance with writing game code, some audio assets, and certain promotional materials for this store page. All AI-assisted content was directed, reviewed, and integrated by the developer, and the game's design and creative direction are the developer's own. The game does not use AI at runtime: no gameplay content, player-facing text, or other material is generated by AI while playing. | Amberfield Studios | - | Mar 18, 2026 | |
Fruit Dream In-game content audio | I created music to be used as background music using generative AI and used it after some cutting. | vivela_c | - | Mar 18, 2026 | |
Stacking Up: A World in Progress Unclear | AI was used to facilitate the creation of some assets | Pixel Mirror Studio | - | Mar 18, 2026 | |
Service Please: First Dinner Store/marketing art | The game's logo and library assets were generated with the help of artificial intelligence. | Dynamic Dice | 43 | Mar 18, 2026 | |
Bushidon't: Rhythm battles and the unnecessarily long subtitle Dev only audiocode | I use AI to help me code and convert recorded melodies into full songs and adjust the BPM. | UnbiasedArcade | - | Mar 18, 2026 | |
MOGA MASH In-game content art | Some art work and visual assets in this game were created using AI-assisted tools. No AI is used during gameplay and no content is generated in real time. | GIG STUDIO | - | Mar 18, 2026 | |
Escape The Labyrinth Store/marketing arttext | AI helped me create the game logo, steam store pictures and a tiny help with notes text | Matteo Innusa | - | Mar 18, 2026 | |
Neural Drive In-game content textart | Generative AI is used only for creating store thumbnails and in-game translations. | GameTreeStudio | - | Mar 18, 2026 | |
Rebel Infernal Path In-game content artaudio | About half of the character 3D models were created using AI. AI was used for most of the music, with a few exceptions. For images, AI was used for the icons. | Lonewolf&Cat / 孤独な狼と猫 | - | Mar 18, 2026 | |
My Bloody Weekend 3 In-game content audiotextart | Use of IA:
- Speech from the Book of the Ancient
- Last song
- Some HUD elements | Necronomicon Games | - | Mar 18, 2026 | |
Parabless In-game content artaudiocode | AI has been used to fill in art, music and code due to lack of sufficient resources available. This is not satisfactory in the long run.
The ambition is to eventually replace all AI content with proper man-made assets assuming the revenue increases. I apologize for the slop, but we will have to bear it for now. | Virtual Dawn | - | Mar 18, 2026 | |
Tippy's Quest In-game content art | Some visual assets, such as icons and UI borders, were created using generative AI tools. | Tippy | - | Mar 18, 2026 | |
Tale of Immortal Ring Store/marketing art | Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists. | Solo Gaming | 43 | Mar 18, 2026 | |
My New Computer Live AI text | This game uses artificial intelligence to drive roleplaying of characters in the game. | Alan Munirji | 11 | Mar 18, 2026 | |
Dave's Wrecking Yard 3D Dev only art | AI is used to create 2D images for making 3D assets later. | Dave C | 17 | Mar 18, 2026 | |
Magic Array Defense Store/marketing art | This game does not use AI to generate any runtime content during gameplay. AI tools were used only for marketing and promotional materials and do not affect the game itself or player experience. | 森罗红方工作室 | - | Mar 18, 2026 | |
Somnolence In-game content artaudio | Some visual and audio assets in Somnolence were created or enhanced using AI-assisted tools during development, such as generative image and voice synthesis software.
All content has been manually reviewed, edited, and integrated by the developer to fit the game’s narrative and aesthetic design.
The game itself does not generate or modify content in real time. | Somberlight Games | - | Mar 18, 2026 | |
Max Overeater In-game content art | AI is used in very limited terms for creating some portions of the store graphic images, which are then modified in paint software for the final product. AI images may be used in some in-game backgrounds like Credits pages, but modified as required. AI is not used to create the game itself or its scripting. | Demenzun Media | - | Mar 18, 2026 | |
Cutlery Warriors - The corroded kingdom In-game content artcode | The IA was used to clean, tidy and simplify code, make some 3d Environment assets and some UI elements | EmmeForte | - | Mar 18, 2026 | |
Veteran Racer Unclear | It can be used in game videos. | Veteran Racer Corp | - | Mar 18, 2026 | |
Until the Fields: Farmageddon Store/marketing arttext | The marketing materials include AI generated contents. | No Joke Game Studios | - | Mar 18, 2026 | |
Anime Dream Match: Reptiles In-game content art | The background images and reptiles pictures are pre-rendered AI art | Blender Games | - | Mar 18, 2026 | |
Twistingo: Tree of Life Collector’s Edition In-game content audioart | - Voiceovers and animations
- Various graphic elements | MixoGames Ltd. | - | Mar 18, 2026 | |
无尽勇者冒险 In-game content textart | 1.Partial promotional materials.
2.English translation content.
3.Some in-game monster characters. | waterfall21 | - | Mar 18, 2026 | |
高考移民:常安转校生 In-game content art | Some of the scene images in the game were created using AI painting technology. | 無限未知 | - | Mar 18, 2026 | |
Spirit Catcher 93' In-game content audioart | The story, narrative, and core implementation are entirely human-made.
AI tools were used for supporting elements in voice acting (ElevenLabs), imagery, music production, and video. Less than 15% of videographic content used AI generation (primarily edited in Canva and Filmora).
Our two-person team meticulously guided and refined all AI-assisted content, spending hours to meet specific narrative and quality requirements. We specifically chose ElevenLabs as they contribute directly to Voice Actors through royalties and licensing deals.
Special thanks to the Pixabay community for providing the high-quality audio alternatives used when the GenAI Content toggle is inactive. | APEX GAME STUDIOS LTD | - | Mar 18, 2026 | |
回到明朝升升官 In-game content artaudiotext | Portions of the game's art, audio, and text utilized AI-generated original materials that were subsequently edited and enhanced. | YCX GameStudio | - | Mar 18, 2026 | |
eBaseball™: PRO SPIRIT Live AI audio | To achieve more flexible play-by-play commentary, this game has an AI-generated voice feature.
*Only available in Japanese commentary. | KONAMI | 1.5k | Mar 18, 2026 | |
CoinClave In-game content art | This game uses generative AI for some character images. | Obligants | - | Mar 18, 2026 | |
Deliverance Store/marketing audiotext | Using artificial intelligence:
Some famous games (example, lyrics, partial usage, and musical accompaniment) were created to promote technological progress. The lecture, one way or another, is dedicated to (OpenAI) and Mubert.
This helped expand the creative possibilities and add a unique atmosphere, while maintaining full creative control on the part of the developer. | KUWA | - | Mar 18, 2026 | |
Cozy Cooking Unclear art | I started without, but starting to use more recently so its a mix, I Locally generated the images and videos using ComfyUI | WeArePurple | - | Mar 18, 2026 | |
Cassandra's Show In-game content textaudio | Some minor text and sound elements were assisted by AI tools, but nearly all creative content, ideas, and production were made by humans. | Swytapp Games | - | Mar 18, 2026 | |
纣王抓妃 Store/marketing art | Regarding the composition of game and store images, I used the AI model DeepSeek-R1 to generate them.As far as I know, images generated by AI usually do not have copyright | 纣王抓妃 | - | Mar 18, 2026 | |
Clim Snail In-game content audioart | 1. In-game voice lines are dubbed using AI.
2. The game includes one original BGM track by the developer; all other in-game sound effects are generated using AI.
3. Some AI-generated images are used as widgets.
4. A portion of the in-game models (about 5%) were initially created with AI and then modified. | nuk | - | Mar 18, 2026 | |
The Umbral Seal In-game content art | This game uses AI-generated assets (background images and character tokens).
Early Access revenue will go towards commissioning non-AI art. | Dominictus Games | - | Mar 18, 2026 | |
Hollows Of Rogue In-game content art | Game application icon and splash screen's initial concepts were generated using Stable Diffusion | r618 | - | Mar 18, 2026 | |
Fish Go Store/marketing art | The promotional images for the store page were partially created using generative AI | KacperB | - | Mar 18, 2026 | |
Aura Adventure Dev only | We want to be clear about our position: we do not support generative AI in art and will not use it for content creation. All visual art, animations, and music in Aura Adventure are created by human artists. We only use an educational chatbot on our website to answer programming questions (https://initori.com/chat). This chatbot may be integrated into the game as an optional learning tool for syntax or logic questions, supplementary to the core experience. We will continue to hire human artists for all creative work—sprites, environments, illustrations, and soundtrack. This approach ensures authentic artistic vision and supports the creative professionals who make this project possible. | initori | - | Mar 18, 2026 | |
Gamble Your Breath Store/marketing art | Logo was generated with AI. | Alice Games | 19 | Mar 18, 2026 | |
Never Ending Dungeon In-game content textart | The program includes a local (offline, downloaded with the build) AI model trained by us to generate text content for adventures, NPCs, mobs, and items based on player prompts. In addition, the program includes pre-generated 3D models of props and NPCs edited by artists. | Spellarena | - | Mar 18, 2026 | |
Hotdog Delivery Hotdog In-game content art | Nano Banana & Tripio used for some visual assets. | tinyaxe | - | Mar 18, 2026 |