Certain graphical elements utilize generative AI for graphical enhancements and generation.
- Creator
- RJTech
- Reviews
- 12
- Added
- Mar 18, 2026
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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Certain graphical elements utilize generative AI for graphical enhancements and generation.
The static background map of the campaign was generated by an AI. All texts were localized by AI – all languages except English and German.
Some static content, such as images, is AI-generated.
We used AI for some images and code lines and musics. Chat GPT, Suno and Cursor helped me for this project.
Some visual, narrative, and conceptual elements in Protocol Aegirum were developed with the assistance of generative AI tools, such as ChatGPT, during the design and pre-production phases. All AI-generated content was curated, edited, and integrated by the development team to ensure originality, coherence, and quality.
Some images in the game were created using generative AI.
AI-generated images were used for promotional materials on this store page
Using AI to create or co-create 2D graphics used in the user interface.
As this was a project for my course, and as we are an indie developer, generative AI was used to generate some assets.
AI was used to create some 2D graphics elements
Includes title logo arrangement and sound arrangement.
Some pictures created by Dall-e AI.
Some elements of the artwork have been enhanced, upscaled or generated from source materials by AI tools. As the development progresses this art will be gradually replaced.
95% of the art in the game is entirely made by artists. The other 5% (some background images and some ship module images) are made using scenario, an AI art service that states on its site: "We ensure that all models on our platform are trained solely on data that we own."
App Icon created by generative AI.
AI has only been used to enlarge the image of the main goblin.
AI was used to create some 2D graphics elements
AI-generated art object
AI was used in order to make several of the game art assets
The close-up pictures of the characters were completed with the assistance of AI.
We only used AI to create the portrait.
AI will be limited to marketing materials and probably some in-game images to improve the graphic quality of the game interface.
Our team utilizes various AI tools and techniques in our development pipeline to create minor 2D visual elements and some event-based cinematic content. These methods help us prototype certain non-core assets during our creative process.
The loading screen and banners were created using artificial intelligence.
Some assets on the Steam page were created using AI
Some of images created by AI.
Some C# code was developed with assistance from ChatGPT and Claude.
As a team of 2 we have utilized AI in our early development stages, including some concepts, logo design, coding, 3D models and music. Most of these assets are considered placeholder content, helping us get the fastest ideas in while we work on other subjects. Most AI generated content have/will be replaced or reworked into more refined pieces for the final product.
Generative AI is used solely during development for supplemental, non-essential purposes, including unit testing or the creation of certain art elements. These AI-generated outputs are limited in scope, reviewed by our development team, and never substituted human creative or technical decision-making. All final core assets and game content are created entirely by Wargaming’s artists and developers.
We used generative AI tools to create base 3D meshes for some of the NPCs and initial compositions for achievement icons. These assets were not used 'as-is'; our team manually performed UV unwrapping, created custom texture masks, and modified the materials to ensure they work with our custom-made in-game shaders. This manual rework allows the assets to match our game’s unique visual style, performance standards, and lighting requirements.
DALL-E 3 has been used to generate background images and some UI related elements.
The main capsule image that appears in the card when sharing Battle Marine's store page URL on social media such as Twitter is created using a generative AI.
The game uses self AI created images. i own all rights on all of the used content
Generative AI was used to generate a total of 3 silly meme songs/sounds in the game, the most prominent being the title screen music. All other level soundtracks/sfx were otherwise created by a human (shoutout to my lifelong DJ TheMedisin). Generative AI was used to create part of our steam page logos.
We have used an AI voice over for the tutorial and other voice prompts where its is anticipated we will need to quickly change the voice during Early Access due to player feedback.
I use Grok to help render background images for Scenes and the stores in order to set the tone/atmosphere.
Generative AI is used only during development for minor, replaceable elements like textures or icons. All core assets are created entirely by Wargaming’s artists and developers.
- Part of the original texts in the briefing were spellchecked, reviewed and slightly improved using AI text tools. Original texts written by the Team. Original research and writing was human-made.
Artificial Intelligence is used in the background images on trading cards.
Pre-rendered AI generated voices may be used for NPCs in a few missions.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
SailFront In-game content art | Certain graphical elements utilize generative AI for graphical enhancements and generation. | RJTech | 12 | Mar 18, 2026 | |
Mech and Tech 1 In-game content arttext | The static background map of the campaign was generated by an AI. All texts were localized by AI – all languages except English and German. | colmer_it UG | - | Mar 18, 2026 | |
Ghost in the Sail In-game content art | Some static content, such as images, is AI-generated. | Sharid Yu | - | Mar 18, 2026 | |
Ocean of Vengeance In-game content artcodeaudio | We used AI for some images and code lines and musics.
Chat GPT, Suno and Cursor helped me for this project. | Voidvania | - | Mar 18, 2026 | |
Protocol Aegirum In-game content arttext | Some visual, narrative, and conceptual elements in Protocol Aegirum were developed with the assistance of generative AI tools, such as ChatGPT, during the design and pre-production phases. All AI-generated content was curated, edited, and integrated by the development team to ensure originality, coherence, and quality. | Nacho Riquelme | - | Mar 18, 2026 | |
Pray Or Die In-game content art | Some images in the game were created using generative AI. | Hyper-Ego Games | - | Mar 18, 2026 | |
Sink And Score Store/marketing art | AI-generated images were used for promotional materials on this store page | Fart Games | - | Mar 18, 2026 | |
Caribbean Tide In-game content art | Using AI to create or co-create 2D graphics used in the user interface. | Binary Realm | - | Mar 18, 2026 | |
Salvager In-game content art | As this was a project for my course, and as we are an indie developer, generative AI was used to generate some assets. | Fox and Hollow Studios | - | Mar 18, 2026 | |
Dragons Reef VR In-game content art | AI was used to create some 2D graphics elements | Radoslaw Kutowinski | - | Mar 18, 2026 | |
SUPER STRIPE In-game content artaudio | Includes title logo arrangement and sound arrangement. | windfallsoft | - | Mar 18, 2026 | |
Rebel Pirates Store/marketing art | Some pictures created by Dall-e AI. | Dark Shine Game Studio | 30 | Mar 18, 2026 | |
Pirate Sagas: The Golden Age In-game content art | Some elements of the artwork have been enhanced, upscaled or generated from source materials by AI tools. As the development progresses this art will be gradually replaced. | Pirate Sagas | - | Mar 18, 2026 | |
Ridiculous Space Battles In-game content art | 95% of the art in the game is entirely made by artists. The other 5% (some background images and some ship module images) are made using scenario, an AI art service that states on its site: "We ensure that all models on our platform are trained solely on data that we own." | Positech Games | - | Mar 18, 2026 | |
Midway 1981 In-game content art | App Icon created by generative AI. | David Riggle | - | Mar 18, 2026 | |
Goblin Lands Store/marketing art | AI has only been used to enlarge the image of the main goblin. | Hot Waffle Games | - | Mar 18, 2026 | |
Dragons Reef In-game content art | AI was used to create some 2D graphics elements | Radoslaw Kutowinski | - | Mar 18, 2026 | |
Black Flag Rising Store/marketing art | AI-generated art object | Pixel Forge Interactive LTD | - | Mar 18, 2026 | |
25920 In-game content art | AI was used in order to make several of the game art assets | BmoneyDC | 15 | Mar 18, 2026 | |
sea fight Store/marketing art | The close-up pictures of the characters were completed with the assistance of AI. | YU BO | 14 | Mar 18, 2026 | |
星尘舰队 In-game content art | We only used AI to create the portrait. | Redonleft | - | Mar 18, 2026 | |
Home Wars: Battlefield In-game content art | AI will be limited to marketing materials and probably some in-game images to improve the graphic quality of the game interface. | Insane Dreamers | - | Mar 18, 2026 | |
Systemic War In-game content art | Our team utilizes various AI tools and techniques in our development pipeline to create minor 2D visual elements and some event-based cinematic content. These methods help us prototype certain non-core assets during our creative process. | Play of Battle SA | - | Mar 18, 2026 | |
Uboat Attack Store/marketing art | The loading screen and banners were created using artificial intelligence. | VOODOO | 11 | Mar 18, 2026 | |
幻海奇航 Store/marketing art | Some assets on the Steam page were created using AI | Ze_Yu | 54 | Mar 18, 2026 | |
King Of The Pirates Unclear art | Some of images created by AI. | Dark Shine Game Studio | 55 | Mar 18, 2026 | |
Orca Insurgency Dev only code | Some C# code was developed with assistance from ChatGPT and Claude. | yuccabuccA | - | Mar 18, 2026 | |
Airship In-game content artaudiotextcode | As a team of 2 we have utilized AI in our early development stages, including some concepts, logo design, coding, 3D models and music.
Most of these assets are considered placeholder content, helping us get the fastest ideas in while we work on other subjects. Most AI generated content have/will be replaced or reworked into more refined pieces for the final product. | GrimmGitz | - | Mar 18, 2026 | |
World of Warships: Legends In-game content artcode | Generative AI is used solely during development for supplemental, non-essential purposes, including unit testing or the creation of certain art elements. These AI-generated outputs are limited in scope, reviewed by our development team, and never substituted human creative or technical decision-making. All final core assets and game content are created entirely by Wargaming’s artists and developers. | Wargaming Group Limited | 494 | Mar 18, 2026 | |
Tidal Nexus Online In-game content art | We used generative AI tools to create base 3D meshes for some of the NPCs and initial compositions for achievement icons. These assets were not used 'as-is'; our team manually performed UV unwrapping, created custom texture masks, and modified the materials to ensure they work with our custom-made in-game shaders. This manual rework allows the assets to match our game’s unique visual style, performance standards, and lighting requirements. | Riptide Interactive | 300 | Mar 18, 2026 | |
Tears of Tiamat In-game content art | DALL-E 3 has been used to generate background images and some UI related elements. | Sapien Augmentation | - | Mar 18, 2026 | |
Battle Marine Store/marketing art | The main capsule image that appears in the card when sharing Battle Marine's store page URL on social media such as Twitter is created using a generative AI. | Yoji Suzuki | - | Mar 18, 2026 | |
OG Puzzlers: Synthwave Boats Unclear art | The game uses self AI created images. i own all rights on all of the used content | Schwan OG | - | Mar 18, 2026 | |
Lord O' Pirates In-game content audio | Generative AI was used to generate a total of 3 silly meme songs/sounds in the game, the most prominent being the title screen music. All other level soundtracks/sfx were otherwise created by a human (shoutout to my lifelong DJ TheMedisin).
Generative AI was used to create part of our steam page logos. | One Flow Man | 20 | Mar 18, 2026 | |
Victory At Sea Atlantic In-game content audio | We have used an AI voice over for the tutorial and other voice prompts where its is anticipated we will need to quickly change the voice during Early Access due to player feedback. | Evil Twin Artworks | 84 | Mar 18, 2026 | |
Tales of Arcrath Store/marketing art | I use Grok to help render background images for Scenes and the stores in order to set the tone/atmosphere. | Codex Games USA | - | Mar 18, 2026 | |
World of Warships In-game content art | Generative AI is used only during development for minor, replaceable elements like textures or icons. All core assets are created entirely by Wargaming’s artists and developers. | Wargaming Group Limited | 49.3k | Mar 18, 2026 | |
Task Force Admiral In-game content text | - Part of the original texts in the briefing were spellchecked, reviewed and slightly improved using AI text tools. Original texts written by the Team. Original research and writing was human-made. | Drydock Dreams Games | 612 | Mar 18, 2026 | |
Captain Bones: A Pirate''s Journey In-game content art | Artificial Intelligence is used in the background images on trading cards. | World of Poly | 342 | Mar 17, 2026 | |
VTOL VR In-game content audio | Pre-rendered AI generated voices may be used for NPCs in a few missions. | Boundless Dynamics, LLC | 17k | Mar 17, 2026 |