AI generate content in pre-rendered video
- Creator
- Funcity
- Reviews
- 36
- Added
- Mar 18, 2026
Public Steam disclosure research 25,383 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.
AI generate content in pre-rendered video
AI has been used for the cover art and videos.
Created game icons using AI.
Some background textures were created or upscaled using generative tools to support the solo development process.
The background music in this game was created using AI.
The promotional video in the game uses MIDJOURNEY to generate keyframe images and AI video generation software to synthesize animated videos of "past events" in the game. In the inspiration for building some game models, AI concept image production experiments were used
The core gameplay is AI-driven. Interactions between items/scenarios generate live results and narrative texts through artificial intelligence.
During development, illustrations (e.g., game over screen) were created using ChatGPT’s image generation features, based on hand-drawn sketches and developer-provided prompts. All AI-generated content was manually reviewed and selected by the developer. No AI is used during gameplay, and no live content or code is generated in-game.
Cinematic, images for marketing
AI-generated content is used for the store page and marketing materials.
The in-game voice calls were generated from text to speech by AI.
The game background music is generated by AI: https://www.tianpuyue.cn
ШІ був викорститаний для редагування текстів та пришвидшення робочих процесів. Він не вплинув на загальне бачення та концепцію гри.
Yes it was used. It was only used in marketing material and cover art, not in screenshots.
Artificial Intelligence was used in the loading screen visuals and logo design.
The game cover image was created using artificial intelligence
Do you use AI to generate pre-rendered content for your game, its store page, marketing materials, and/or community assets? Yes, I've used AI to generate the images (logo, banner) for the store page. ------------------ In my game, I use AI to generate voice lines. For example, when a player presses a specific key (shortcut), it triggers an audio file that was created using AI-generated voice.
We use AI to generate Voice Over and help us with Text.
Some of the 3D assets in-game were made starting from an AI generated 3D model.
I used AI to assist with multilingual translation of the game's text. I used AI to help create some promotional materials for the game store. I utilized AI to help translate the Steam store page into multiple languages.
I utilize AI for texture generation, code generation, audio generation.
AI tools were used during the development of Game Lens primarily for code assistance and content generation. Specifically, ChatGPT and Cursor were used for reviewing and editing Python/PySide6 code, suggesting improvements, and helping with bug fixing and feature planning. No AI-generated assets (such as voice, music, or character content) are present in the current public version. All visual interface elements and icons were also created using ChatGPT image generation tools and are original.
Some of the multilingual descriptions on this page have been generated with AI assistance, and certain in-game text has also been proofread using AI tools.
Placeholder images while looking for artist.
The main characters and enemies in the game, various items, and backgrounds were all created images.
This game uses AI tools to assist with content creation. Some backgrounds, character sprites, and UI elements were generated with AI and then manually refined to match the game's art style. Additionally, ChatGPT was used to support the writing of in-game dialogue and logic scripting. No AI-generated content is used during live gameplay.
In order to better showcase the future elements of the game, the "loading page" in the game is AI generated content.
Image arts and part of background music contain AI
Used for image processing
During the development of this game, AI-based tools were used for assistance with the creation of a limited number of 3D models, the preparation of Steam store visuals and description texts, and certain programming-related tasks.
Generative AI is being used for asset creation during development wherever possible (e.g. sprites, backgrounds, music) to ensure that I, as a solo developer, can keep up with the rapidly evolving nature of this project and meet both my own standards and player expectations of a polished experience.
AI tools were used for text localization and for the editing and creation of selected illustrations.
In order to provide players with a better visual experience, some images are optimized and adjusted using AI
Voice of game characters and theme song.
AI tools assisted in generating specific store asset components, which human artists then edited, refined, and finalized.
The in-game character illustrations and game music are all generated by AI.
Some visual assets were created with the help of generative AI tools. These assets were later modified and updated manually during development. They are not direct or unedited outputs of the AI tools.
We used generative AI tools to assist with visual development and world-building. Specifically, we used AI-generated concept art and background compositions as inspiration during early prototyping phases. These assets helped guide the tone and direction of the environments but were later refined or replaced manually to meet performance and visual standards. We also used AI-assisted writing tools to iterate on in-game lore and placeholder dialogues, ensuring consistency in narrative tone. No generative AI was used to create final voice lines or essential gameplay mechanics. All AI-generated content was carefully reviewed, curated, and edited by the development team before inclusion.
Some skill icons and the loading background asset are AI-generated and manually refined.
This game uses generative AI only for pre-rendered assets, specifically certain cutscene visuals and the store capsule artwork.
This game features AI-generated voice performances and crafting item models created with the assistance of generative tools. Promotional artwork, including store page banners, was also generated using AI.
Some of the promotional materials (such as capsule images and library assets) were created using AI-based tools and then manually edited. In addition, the main character “Tung Tung Sahur” was initially generated using AI and then redesigned and animated manually. There is no AI-generated content during actual gameplay. AI usage is limited to marketing visuals and early character concept creation only.
A handful of key art pieces, concept illustrations, and store-page graphics were generated with AI image-generation software to help communicate King Charles’s look and tone. This use of AI is limited strictly to marketing materials.
Some capsule images and logos were created with the assistance of AI.
Some UI icons, item artwork, and minor visual elements were generated using AI tools and then edited and refined by the developer.
AI was used to create translation, some game item icons, avatars and backgrounds for news. All locations, monsters, characters and items, as well as all original texts are created entirely by human artists.
Using AI to create or co-create 2D graphics used in the user interface.
Some of the game’s 2D artwork was created by feeding my original 3D models and hand drawn sketches to a generative model. I further edited and refined the output using digital painting to match the game’s style and maintain a cohesive visual identity.
Content created by artificial intelligence is mostly used for sprites, textures, models and images.
Content created by artificial intelligence is mostly used for sprites, textures, models and images.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Everest: Real Climbing Simulator Store/marketing art | AI generate content in pre-rendered video | Funcity | 36 | Mar 18, 2026 | |
Tales of Eden: Midgard Store/marketing art | AI has been used for the cover art and videos. | Steamtrack Studios | - | Mar 18, 2026 | |
天外来客 In-game content art | Created game icons using AI. | Malingshulaile | - | Mar 18, 2026 | |
Stackatalbi In-game content art | Some background textures were created or upscaled using generative tools to support the solo development process. | Kupilas Media | - | Mar 18, 2026 | |
Rustmire In-game content audio | The background music in this game was created using AI. | MimicMimijeok | - | Mar 18, 2026 | |
金砂梦咒Golden Sand Dream Curse In-game content art | The promotional video in the game uses MIDJOURNEY to generate keyframe images and AI video generation software to synthesize animated videos of "past events" in the game. In the inspiration for building some game models, AI concept image production experiments were used | 金砂梦咒制作组 | 10 | Mar 18, 2026 | |
When You Woke Up From The Pain Live AI text | The core gameplay is AI-driven. Interactions between items/scenarios generate live results and narrative texts through artificial intelligence. | BenYang39 | - | Mar 18, 2026 | |
FOREST SURVIVAL In-game content art | During development, illustrations (e.g., game over screen) were created using ChatGPT’s image generation features, based on hand-drawn sketches and developer-provided prompts. All AI-generated content was manually reviewed and selected by the developer. No AI is used during gameplay, and no live content or code is generated in-game. | 友茘ゲームズ | - | Mar 18, 2026 | |
Operation Purge Store/marketing art | Cinematic, images for marketing | StellarGamesStudio | - | Mar 18, 2026 | |
Machine Take Over Store/marketing art | AI-generated content is used for the store page and marketing materials. | Burak S. | - | Mar 18, 2026 | |
REAP: We Reap What Crawls In-game content audio | The in-game voice calls were generated from text to speech by AI. | Tbjbu2 | - | Mar 18, 2026 | |
Axe or Bone In-game content audio | The game background music is generated by AI: https://www.tianpuyue.cn | TuTu | - | Mar 18, 2026 | |
The Last Flight: Return Home Dev only text | ШІ був викорститаний для редагування текстів та пришвидшення робочих процесів. Він не вплинув на загальне бачення та концепцію гри. | Kinematic Project | - | Mar 18, 2026 | |
Noah Simulator Store/marketing art | Yes it was used. It was only used in marketing material and cover art, not in screenshots. | GalaxyVerse | - | Mar 18, 2026 | |
Bastion of Valor Store/marketing art | Artificial Intelligence was used in the loading screen visuals and logo design. | Badger Game Studios | - | Mar 18, 2026 | |
Bee Master Store/marketing art | The game cover image was created using artificial intelligence | Hamza Soyturkoglu | - | Mar 18, 2026 | |
Titanic Rescue In-game content audio | Do you use AI to generate pre-rendered content for your game, its store page, marketing materials, and/or community assets?
Yes, I've used AI to generate the images (logo, banner) for the store page.
------------------
In my game, I use AI to generate voice lines. For example, when a player presses a specific key (shortcut), it triggers an audio file that was created using AI-generated voice. | Ledgerdary | - | Mar 18, 2026 | |
The HELL : Dancing Plates 1923 Kanto Earthquake In-game content audiotext | We use AI to generate Voice Over and help us with Text. | METROPOLICE | - | Mar 18, 2026 | |
SHIATH In-game content art | Some of the 3D assets in-game were made starting from an AI generated 3D model. | theJameskrik | 49 | Mar 18, 2026 | |
吸血鬼的起床: 精灵幻剑录幸存者 (Vampire Awakening: Elven Sword Chronicles Survival) In-game content textart | I used AI to assist with multilingual translation of the game's text.
I used AI to help create some promotional materials for the game store.
I utilized AI to help translate the Steam store page into multiple languages. | Queen Vampire | - | Mar 18, 2026 | |
Deadzone Aeon Unclear artcodeaudio | I utilize AI for texture generation, code generation, audio generation. | Vadenyxt | - | Mar 18, 2026 | |
Game Lens In-game content codeart | AI tools were used during the development of Game Lens primarily for code assistance and content generation. Specifically, ChatGPT and Cursor were used for reviewing and editing Python/PySide6 code, suggesting improvements, and helping with bug fixing and feature planning. No AI-generated assets (such as voice, music, or character content) are present in the current public version. All visual interface elements and icons were also created using ChatGPT image generation tools and are original. | Likhoi | 14 | Mar 18, 2026 | |
Loopstructor 2: Skyspine In-game content text | Some of the multilingual descriptions on this page have been generated with AI assistance, and certain in-game text has also been proofread using AI tools. | Pone Games | - | Mar 18, 2026 | |
Retronaut Dev only art | Placeholder images while looking for artist. | GrassyAss Studios | - | Mar 18, 2026 | |
Kunoichi's Cadence In-game content art | The main characters and enemies in the game, various items, and backgrounds were all created images. | CodeBlues | - | Mar 18, 2026 | |
White Rats In-game content arttextcode | This game uses AI tools to assist with content creation. Some backgrounds, character sprites, and UI elements were generated with AI and then manually refined to match the game's art style. Additionally, ChatGPT was used to support the writing of in-game dialogue and logic scripting. No AI-generated content is used during live gameplay. | Zlobster | - | Mar 18, 2026 | |
Ark of Trisolar (三体方舟) In-game content art | In order to better showcase the future elements of the game, the "loading page" in the game is AI generated content. | Binary Studio | 14 | Mar 18, 2026 | |
Chrono Stranded In-game content artaudio | Image arts and part of background music contain AI | Moonzen Digital (Indie Games) | - | Mar 18, 2026 | |
Kawaii Girls Panic Unclear art | Used for image processing | 17Studio | - | Mar 18, 2026 | |
Ruins Of Dead Store/marketing arttextcode | During the development of this game, AI-based tools were used for assistance with the creation of a limited number of 3D models, the preparation of Steam store visuals and description texts, and certain programming-related tasks. | Ragdoll Interactive | - | Mar 18, 2026 | |
Is this a Game yet? In-game content artaudio | Generative AI is being used for asset creation during development wherever possible (e.g. sprites, backgrounds, music) to ensure that I, as a solo developer, can keep up with the rapidly evolving nature of this project and meet both my own standards and player expectations of a polished experience. | Onizumi Kohari | 12 | Mar 18, 2026 | |
Ancient Shadows Awakening In-game content textart | AI tools were used for text localization and for the editing and creation of selected illustrations. | Petr Najman | - | Mar 18, 2026 | |
Realm of Mystery Unclear art | In order to provide players with a better visual experience, some images are optimized and adjusted using AI | Puzala Games Limited | 20 | Mar 18, 2026 | |
Ko-Archie: Eeny Meeny Miny Moe In-game content audio | Voice of game characters and theme song. | Artwork Game Studio | - | Mar 18, 2026 | |
Storm Horse Simulator Store/marketing art | AI tools assisted in generating specific store asset components, which human artists then edited, refined, and finalized. | INDIE FORGE STUDIOS S.R.L. | 12 | Mar 18, 2026 | |
末日砰砰砰-The final gunshot In-game content artaudio | The in-game character illustrations and game music are all generated by AI. | SHEN LISONG | - | Mar 18, 2026 | |
The Last Seed In-game content art | Some visual assets were created with the help of generative AI tools. These assets were later modified and updated manually during development. They are not direct or unedited outputs of the AI tools. | YebStudio | - | Mar 18, 2026 | |
UNIT ZERO In-game content arttext | We used generative AI tools to assist with visual development and world-building.
Specifically, we used AI-generated concept art and background compositions as inspiration during early prototyping phases. These assets helped guide the tone and direction of the environments but were later refined or replaced manually to meet performance and visual standards.
We also used AI-assisted writing tools to iterate on in-game lore and placeholder dialogues, ensuring consistency in narrative tone. No generative AI was used to create final voice lines or essential gameplay mechanics.
All AI-generated content was carefully reviewed, curated, and edited by the development team before inclusion. | Christian Velazquez | - | Mar 18, 2026 | |
Shadow Quest In-game content art | Some skill icons and the loading background asset are AI-generated and manually refined. | Anaheim Works | - | Mar 18, 2026 | |
Chicken Defense In-game content art | This game uses generative AI only for pre-rendered assets, specifically certain cutscene visuals and the store capsule artwork. | Lazy4Games | - | Mar 18, 2026 | |
Proxima Divide In-game content audioart | This game features AI-generated voice performances and crafting item models created with the assistance of generative tools. Promotional artwork, including store page banners, was also generated using AI. | Emberline Studios | - | Mar 18, 2026 | |
ZombieTungSahur Store/marketing art | Some of the promotional materials (such as capsule images and library assets) were created using AI-based tools and then manually edited. In addition, the main character “Tung Tung Sahur” was initially generated using AI and then redesigned and animated manually. There is no AI-generated content during actual gameplay. AI usage is limited to marketing visuals and early character concept creation only. | LooFoe Games | 23 | Mar 18, 2026 | |
King Charles: Rise of the Alpha Store/marketing art | A handful of key art pieces, concept illustrations, and store-page graphics were generated with AI image-generation software to help communicate King Charles’s look and tone. This use of AI is limited strictly to marketing materials. | DodoModo | 11 | Mar 18, 2026 | |
99 Days Store/marketing art | Some capsule images and logos were created with the assistance of AI. | Emolingo Games | - | Mar 18, 2026 | |
HamsterCraft In-game content art | Some UI icons, item artwork, and minor visual elements were generated using AI tools and then edited and refined by the developer. | 25 Crimson | - | Mar 18, 2026 | |
Pixel Combat Shooter In-game content textart | AI was used to create translation, some game item icons, avatars and backgrounds for news. All locations, monsters, characters and items, as well as all original texts are created entirely by human artists. | Avega Games | 150 | 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 | |
The Odyssey of Commander Cookie In-game content art | Some of the game’s 2D artwork was created by feeding my original 3D models and hand drawn sketches to a generative model. I further edited and refined the output using digital painting to match the game’s style and maintain a cohesive visual identity. | Nethro Interactive | - | Mar 18, 2026 | |
Backrooms: Glitchfield In-game content art | Content created by artificial intelligence is mostly used for sprites, textures, models and images. | SUDT Games | - | Mar 18, 2026 | |
Backrooms: The Wrong Level In-game content art | Content created by artificial intelligence is mostly used for sprites, textures, models and images. | SUDT Games | - | Mar 18, 2026 |