Concept Art
- Creator
- LLogix
- Reviews
- -
- Added
- Mar 18, 2026
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Concept Art
There is no live AI generation in the game. All maps and characters are hand-crafted. Some audio and a few in-game art elements (such as lore background pages) currently use AI as placeholders and will be replaced as development continues.
Artificial intelligence was used to localize the store page and in-game text.
In the game there are 2 posters. 1 poster contains a bouquet of roses that are generated and 1 poster contains a man strike a pose.
Most of the game's art and UI are generated by AI.
AI was used for backup assets that most likely have already been replaced by artists.
Character modeling assisted by AI AI-assisted generation of selected UI graphics AI-assisted creation of background music and character voiceovers
Generative AI is used only for 2D marketing assets, icons and loading screens.
The game was programmed by the developer. AI was used as a code-reviewer and suggested changes were implemented within individual functions. Some sound effects were AI generated. Others were legally sourced or recorded by the developer. All sound effects were edited by the developer. To the best of my knowledge, no AI generated images exist in this game. Every animation in the game was made by the developer. Some of the background objects, tile sprites, and fire sprites were sourced from legally purchased asset packs and then modified by the developer.
Only certain visual assets such as the cover art, banners, and installation icons were created using AI. No in-game content, gameplay elements, or narrative assets were generated with AI.
The game may utilize artificial intelligence technologies to generate or assist in generating certain visual materials or other multimedia assets for marketing and promotional purposes.
🎮 About the Development of this game As a project developed by a solo creator with limited manpower, Explosive Battle is dedicated to delivering a battlefield that feels both familiar and freshly innovative. Here is our transparent disclosure regarding the game's content creation: Character Concept Art: During the conceptual design phase, generative AI tools were used for style exploration, initial composition, and editing of key art (such as the store capsule images). This helped in finding a unique visual direction.
The game logo and some in-game assets are generated by AI
Some visual puzzle artwork in this game was created using AI-assisted tools during development. All content is pre-rendered and fixed, and no AI-generated content is created or modified during gameplay.
Used AI for a couple of images
enhanced Gameplay images
Font and Translations
Asset created by AI included
A small number of assets have been created with AI assistance as well as some of the marketing text on the store page.
The game utilizes pre-generated AI content during the development process. Specifically, we use Adobe Photoshop's AI features to assist in editing, retouching 2D images, and creating specific visual text elements. All AI-assisted assets are manually reviewed and modified by the development team before implementation.
This game utilizes pre-generated AI assets to enhance the immersive atmosphere and production value. Specifically, AI tools were used to assist in the creation of: Audio: Atmospheric sound effects and character voice-over performances designed to heighten the psychological horror experience. Promotional Material: Static visual elements and artwork used for marketing purposes. All AI-generated content has been manually reviewed, curated, and integrated by the development team to ensure it aligns with the game's narrative and artistic vision.
The only use of AI in this game is for generating character voice lines. No gameplay elements, visuals, or other content are AI-generated. The AI voices may be replaced with human voice actors in future updates.
We use AI as a creative assistant to refine our English descriptions and ensure they are easy to read and engaging (since we are not native speakers). In addition, some of the game’s illustrations were created with the help of generative AI tools and later refined by human artists.
AI was used to assist in the creation of graphics
Some marketing materials for Wander involve the use of AI-assisted tools during development.
Ability icons and some music were created with the assistance of AI.
We used AI tools to generate some of the game’s 2D icons, UI artwork, and background music. All AI-generated assets were reviewed, edited, and integrated manually by the developers. No real-time AI generation occurs during gameplay, and the game does not send any user data to external AI services.
As a self taught solo dev, I use ai to learn about new way to create and improve my coding skills. So part of my knowledge comes from ai and while writing code I get a second opinion from ai to know if there are better ways to go about it and better myself.
This game uses artificial intelligence to create unique artwork, including cover art, menus, and visual elements. AI was employed as a creative tool to bring the project's artistic style to life, offering a unique and innovative identity to the experience.
I am leveraging AI in a few ways. Firstly, in Coding and Debugging. I am also using AI as placeholders for art assets to be then contracted for professionals to iterate on the vision and tone. Thirdly, I am using AI for some story elements and to modulate my voice to aid in Dialogue.
In the development of this game, we use a generative AI to assist in creating some of the source code.
We use AI to aid in store assets, and references.
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
Music generated using Udio
AI generation was partially used to create marketing materials. The game itself is handcrafted.
AI is used for creating the music, sound effects, some of the textures, and some of the 3d assets.
AI Was used to assist in coding, and the production of client and website graphics, music and SFX.
The game logo and some of the artwork in the store page were created with the assistance of AI.
We used A.I. in some assets of our game.
Some content is pre-rendered by AI.
3D models and some 2D visuals / textures are made by AI assisted
The TEXT and IMAGES in the game are fully A.I. Generated.
The game includes pre-generated AI-assisted assets. These consist of HUD/UI elements, some static in-game images, and a limited number of 3D assets. All AI-generated content is fixed and does not change during gameplay. No AI systems are used for real-time content generation or player interaction.
We use generative AI tools during development to create some pre-rendered visual assets such as the game logo, key art, thumbnails, and parts of the intro video. All in-game characters, environments, UI, and gameplay systems are manually authored and do not use AI during runtime. No player data or user-generated content is sent to AI services while the game is running.
This game includes developer-created AI-generated music. Players do not generate or modify any AI content.
Generative AI was used to create the background images for the store page and the game's start screen. All other assets, including characters and source code, were developed without the use of generative AI.
AI tools were used during development to create certain character artwork and some sound effects. All gameplay content is pre-rendered, and no AI generates new content while the game is being played.
Artificial intelligence was used to create visual and audio.
We utilized generative AI tools to assist our human artists in the creation of certain graphic assets for the game. This primarily includes generating base concepts, textures, and background elements.
I design all core algorithms myself, and AI is used only to help write code snippets and to produce some pre-rendered promotional assets such as images. All outputs are reviewed and manually integrated into the project. AI is not used to generate any in-game content or real-time code during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Echoes of the Wild Store/marketing art | Concept Art | LLogix | - | Mar 18, 2026 | |
Darkrise: War of the Undead In-game content artaudio | There is no live AI generation in the game. All maps and characters are hand-crafted. Some audio and a few in-game art elements (such as lore background pages) currently use AI as placeholders and will be replaced as development continues. | Wynand Smit | - | Mar 18, 2026 | |
Valenium In-game content text | Artificial intelligence was used to localize the store page and in-game text. | Need3RD | - | Mar 18, 2026 | |
Deep Extraction Inc. In-game content art | In the game there are 2 posters. 1 poster contains a bouquet of roses that are generated and 1 poster contains a man strike a pose. | Depth Charge Interactive | - | Mar 18, 2026 | |
地下城竞技场 In-game content art | Most of the game's art and UI are generated by AI. | Underground Cat | - | Mar 18, 2026 | |
Everfall 2: Idle Dungeon RPG Dev only art | AI was used for backup assets that most likely have already been replaced by artists. | GameDevJoey | 39 | Mar 18, 2026 | |
We Are So F*cked: The Last Critter Crew In-game content artaudio | Character modeling assisted by AI
AI-assisted generation of selected UI graphics
AI-assisted creation of background music and character voiceovers | Gem Rabbit Studio | - | Mar 18, 2026 | |
Chained Wheels In-game content art | Generative AI is used only for 2D marketing assets, icons and loading screens. | Karga Games | 570 | Mar 18, 2026 | |
What A World In-game content codeaudioart | The game was programmed by the developer. AI was used as a code-reviewer and suggested changes were implemented within individual functions.
Some sound effects were AI generated. Others were legally sourced or recorded by the developer. All sound effects were edited by the developer.
To the best of my knowledge, no AI generated images exist in this game. Every animation in the game was made by the developer. Some of the background objects, tile sprites, and fire sprites were sourced from legally purchased asset packs and then modified by the developer. | Jesse Bensen | - | Mar 18, 2026 | |
The Other Me Reborn In-game content art | Only certain visual assets such as the cover art, banners, and installation icons were created using AI. No in-game content, gameplay elements, or narrative assets were generated with AI. | Anomalybyte Studio | - | Mar 18, 2026 | |
Dead Stock Store/marketing art | The game may utilize artificial intelligence technologies to generate or assist in generating certain visual materials or other multimedia assets for marketing and promotional purposes. | SODA GAME STUDIO | - | Mar 18, 2026 | |
Three Kingdoms:Explosive Battle Store/marketing art | 🎮 About the Development of this game
As a project developed by a solo creator with limited manpower, Explosive Battle is dedicated to delivering a battlefield that feels both familiar and freshly innovative. Here is our transparent disclosure regarding the game's content creation:
Character Concept Art: During the conceptual design phase, generative AI tools were used for style exploration, initial composition, and editing of key art (such as the store capsule images). This helped in finding a unique visual direction. | DeerChaser | - | Mar 18, 2026 | |
KunKunNest In-game content art | The game logo and some in-game assets are generated by AI | JNTM | 346 | Mar 18, 2026 | |
Escape Games World vs Escapers In-game content art | Some visual puzzle artwork in this game was created using AI-assisted tools during development. All content is pre-rendered and fixed, and no AI-generated content is created or modified during gameplay. | HFG Entertainments Private Limited | 10 | Mar 18, 2026 | |
SlimyLeap Store/marketing art | Used AI for a couple of images | Blazej Cholinski | 13 | Mar 18, 2026 | |
The City Life In-game content art | enhanced Gameplay images | SGS | - | Mar 18, 2026 | |
Slay The Berserker In-game content text | Font and Translations | Advance Garde | - | Mar 18, 2026 | |
Halls of the damned In-game content | Asset created by AI included | Team EX | - | Mar 18, 2026 | |
Elegon Store/marketing arttext | A small number of assets have been created with AI assistance as well as some of the marketing text on the store page. | Keone | - | Mar 18, 2026 | |
Boys in the dark In-game content arttext | The game utilizes pre-generated AI content during the development process. Specifically, we use Adobe Photoshop's AI features to assist in editing, retouching 2D images, and creating specific visual text elements. All AI-assisted assets are manually reviewed and modified by the development team before implementation. | Gayeti | - | Mar 18, 2026 | |
Trapped In-game content audioart | This game utilizes pre-generated AI assets to enhance the immersive atmosphere and production value. Specifically, AI tools were used to assist in the creation of:
Audio: Atmospheric sound effects and character voice-over performances designed to heighten the psychological horror experience.
Promotional Material: Static visual elements and artwork used for marketing purposes.
All AI-generated content has been manually reviewed, curated, and integrated by the development team to ensure it aligns with the game's narrative and artistic vision. | Digital Artisan | - | Mar 18, 2026 | |
Whispers Of The Crypt In-game content audio | The only use of AI in this game is for generating character voice lines. No gameplay elements, visuals, or other content are AI-generated. The AI voices may be replaced with human voice actors in future updates. | AstroRealmStudios | - | Mar 18, 2026 | |
Seven Seas Jewels Collector's Edition Store/marketing textart | We use AI as a creative assistant to refine our English descriptions and ensure they are easy to read and engaging (since we are not native speakers). In addition, some of the game’s illustrations were created with the help of generative AI tools and later refined by human artists. | Anawiki Games | - | Mar 18, 2026 | |
Sheep Way In-game content art | AI was used to assist in the creation of graphics | PALINI | - | Mar 18, 2026 | |
Wander Store/marketing | Some marketing materials for Wander involve the use of AI-assisted tools during development. | Wander Games | - | Mar 18, 2026 | |
Save Mr. Peachee In-game content artaudio | Ability icons and some music were created with the assistance of AI. | Yamayeu | - | Mar 18, 2026 | |
限界集落 In-game content artaudio | We used AI tools to generate some of the game’s 2D icons, UI artwork, and background music.
All AI-generated assets were reviewed, edited, and integrated manually by the developers.
No real-time AI generation occurs during gameplay, and the game does not send any user data to external AI services. | Software GeNie | - | Mar 18, 2026 | |
Lost Among the Stars Dev only code | As a self taught solo dev, I use ai to learn about new way to create and improve my coding skills. So part of my knowledge comes from ai and while writing code I get a second opinion from ai to know if there are better ways to go about it and better myself. | Craibos | - | Mar 18, 2026 | |
Iron Colony In-game content art | This game uses artificial intelligence to create unique artwork, including cover art, menus, and visual elements. AI was employed as a creative tool to bring the project's artistic style to life, offering a unique and innovative identity to the experience. | LonGames | - | Mar 18, 2026 | |
Velthurin In-game content arttextaudio | I am leveraging AI in a few ways. Firstly, in Coding and Debugging. I am also using AI as placeholders for art assets to be then contracted for professionals to iterate on the vision and tone. Thirdly, I am using AI for some story elements and to modulate my voice to aid in Dialogue. | Plazookas | - | Mar 18, 2026 | |
COLLAPSE COMPANY Dev only code | In the development of this game, we use a generative AI to assist in creating some of the source code. | VOLT-TECKS GAME STUDIO | 24 | Mar 18, 2026 | |
Bird Wars Store/marketing arttext | We use AI to aid in store assets, and references. | Studio Ransom | - | Mar 18, 2026 | |
Bird Game 3 Unclear | During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. | jrsjams | - | Mar 18, 2026 | |
Dragon’s Breath In-game content audio | Music generated using Udio | monsters&creatures | - | Mar 18, 2026 | |
Mindcage: Override Store/marketing art | AI generation was partially used to create marketing materials. The game itself is handcrafted. | Kuts Labs | - | Mar 18, 2026 | |
Level 37: The Ritewood Anomaly In-game content audioart | AI is used for creating the music, sound effects, some of the textures, and some of the 3d assets. | Flux Games | - | Mar 18, 2026 | |
Enarian Online In-game content artaudio | AI Was used to assist in coding, and the production of client and website graphics, music and SFX. | Enarian Online | 40 | Mar 18, 2026 | |
Twin Balls Journey Store/marketing art | The game logo and some of the artwork in the store page were created with the assistance of AI. | Gaseous Cat Games | - | Mar 18, 2026 | |
Session Notes: Night Vigil In-game content | We used A.I. in some assets of our game. | 4Byte Studios | - | Mar 18, 2026 | |
竞巅:指尖王朝 In-game content art | Some content is pre-rendered by AI. | Developers | 10 | Mar 18, 2026 | |
Pit Wars In-game content art | 3D models and some 2D visuals / textures are made by AI assisted | IQ Games | - | Mar 18, 2026 | |
A.I. P.I. In-game content textart | The TEXT and IMAGES in the game are fully A.I. Generated. | Archor Wright | - | Mar 18, 2026 | |
Zareck: The VideoGame In-game content art | The game includes pre-generated AI-assisted assets.
These consist of HUD/UI elements, some static in-game images, and a limited number of 3D assets.
All AI-generated content is fixed and does not change during gameplay.
No AI systems are used for real-time content generation or player interaction. | ArgentinGames | - | Mar 18, 2026 | |
The Last Endure In-game content art | We use generative AI tools during development to create some pre-rendered visual assets such as the game logo, key art, thumbnails, and parts of the intro video. All in-game characters, environments, UI, and gameplay systems are manually authored and do not use AI during runtime. No player data or user-generated content is sent to AI services while the game is running. | Filos Games | - | Mar 18, 2026 | |
God's Playground In-game content audio | This game includes developer-created AI-generated music. Players do not generate or modify any AI content. | Iron DREAMWORK 5 | - | Mar 18, 2026 | |
Slipper [R] Store/marketing art | Generative AI was used to create the background images for the store page and the game's start screen. All other assets, including characters and source code, were developed without the use of generative AI. | AQ Games | - | Mar 18, 2026 | |
Tales of Evion: Forgotten Dreams In-game content artaudio | AI tools were used during development to create certain character artwork and some sound effects. All gameplay content is pre-rendered, and no AI generates new content while the game is being played. | Tyshym Miller | - | Mar 18, 2026 | |
Santa's Hunt In-game content artaudio | Artificial intelligence was used to create visual and audio. | Bloody Crow Games | - | Mar 18, 2026 | |
Slum Story In-game content art | We utilized generative AI tools to assist our human artists in the creation of certain graphic assets for the game. This primarily includes generating base concepts, textures, and background elements. | Plotrick | - | Mar 18, 2026 | |
Town Diggers Store/marketing codeart | I design all core algorithms myself, and AI is used only to help write code snippets and to produce some pre-rendered promotional assets such as images. All outputs are reviewed and manually integrated into the project. AI is not used to generate any in-game content or real-time code during gameplay. | Alin Games | - | Mar 18, 2026 |