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Solo dev and 3D artist here.
Most of the poster decorations hung on the walls of the workshop are AI generated.
Also a small amount of boxes have AI generated parts of the textures later composed together.
I would say that in the full game about 2%-3% of the textures are AI generated.
Some in-game text was initially generated using AI translation tools and later manually reviewed and edited.
Additionally, a portion of the plugin code was developed using AI-assisted coding tools.
A small number of background music tracks are AI-generated royalty-free assets provided by S_Sleep and are used with permission.
No live AI content generation occurs during gameplay.
Erannorth Renaissance is a solo development effort that uses licensed stock for artwork, sound effects, and music from various artists. Some assets, such as portraits and event covers, were created using generative AI technologies or AI-based tools.
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Every story thread in the game comes from my own twisted imagination. No AI played any part in creating it. However, to make sure every line reads as intended and is grammatically correct, it’s been reviewed and, when needed, refined with help from AI-powered grammar tools.
AI was used to generate backgrounds and characters raw images, such images were manipulated, clipped and altered to assemble the final game ones.
No real time IA is used in the game.
Part of the art assets were generated using AI tools to create initial concept sketches, which were then manually adjusted and revised by artists. The final work combines AI-generated foundational designs with human artistic revisions.
The translation process for languages other than Chinese utilized AI & human revision.
The game is developed solo, and during Early Access I’ve occasionally used AI-generated placeholders — some of which I actually quite like. These are temporary and will likely be replaced over time.
We utilize generative AI tools during the development process to enhance the overall quality and depth of the game's world. Specifically:
Character Models: The mesh for the game’s final boss was created using AI-assisted generation tools, then manually refined to ensure high-quality technical standards.
Localization: AI tools are used to assist in translating game text into multiple languages, which are then manually reviewed and polished for accuracy.
Marketing Materials: Some promotional assets and store page visuals may include elements enhanced by AI to better represent the game's tactical vision.
AI Integration in Our Game
Our game incorporates generative artificial intelligence specifically for creating background music and enhancing visual elements. Here's an overview of how AI is utilized:
AI-Generated Background Music:
The background music in our game is generated using SUNO, a state-of-the-art AI music generation tool. This allows us to provide a unique and immersive auditory experience for players, ensuring that the music dynamically adapts to the gameplay and enhances the overall atmosphere.
AI-Generated Gun Icons:
In addition to music, we have also utilized ChatGPT to generate a few gun icons, which were then further refined and customized. This combination of AI generation and human touch ensures that our visual assets are both innovative and meticulously crafted.
This game contains AI art assets for both characters and backgrounds that have been generated via Perchance using text descriptions. This was done on a purely financial basis as a one-person indie studio. None of the Art is Illegal or infringing and there is also no live-generated AI content
The game contains no other AI assets, such as code or sound, which were created by humans
In-game settler busts and some concepts of planets are generated with self-trained generative image techniques. Some ideas for flavor text of settlers, planets and/or artifacts were created with the help of NLP technologies. (only for idea and concept generation, not for text)
We are using artist assisted AI. In that the artist draws and designs the characters and than the AI will help to polish and clean up the drawing up. That enables us to have a fast turnaround for many characters.
The developer is a skilled artist who has created all of the art, except for some music and sound effects that were partially generated by different AI software to ease the cost and workload of solo development.
We've created voice lines for the player's hub A.I. companion, known as L.A.N.A. (short for Logical Artificial Neural Assistant), to narrate tutorial texts. They are all pre-rendered.
Portion's paid for and built with the current available version of the modern "The Most High Level Programming Language" representation; through Microsoft's AI-powered coding assistant "Github Copilot".
All dialogs texts, code, songs and pixelart assets in game were CREATED BY US MANUALLY.
AI is used to help on illustration's creation. The illustrations on dialogs and title screen even though we make our tweaks, changes, edit and compile multiple results to get our desired result.
Solo dev and 3D artist here.
Most of the poster decorations hung on the walls of the workshop are AI generated.
Also a small amount of boxes have AI generated parts of the textures later composed together.
I would say that in the full game about 2%-3% of the textures are AI generated.
Some in-game text was initially generated using AI translation tools and later manually reviewed and edited.
Additionally, a portion of the plugin code was developed using AI-assisted coding tools.
A small number of background music tracks are AI-generated royalty-free assets provided by S_Sleep and are used with permission.
No live AI content generation occurs during gameplay.
Erannorth Renaissance is a solo development effort that uses licensed stock for artwork, sound effects, and music from various artists. Some assets, such as portraits and event covers, were created using generative AI technologies or AI-based tools.
--
Every story thread in the game comes from my own twisted imagination. No AI played any part in creating it. However, to make sure every line reads as intended and is grammatically correct, it’s been reviewed and, when needed, refined with help from AI-powered grammar tools.
AI was used to generate backgrounds and characters raw images, such images were manipulated, clipped and altered to assemble the final game ones.
No real time IA is used in the game.
Part of the art assets were generated using AI tools to create initial concept sketches, which were then manually adjusted and revised by artists. The final work combines AI-generated foundational designs with human artistic revisions.
The translation process for languages other than Chinese utilized AI & human revision.
The game is developed solo, and during Early Access I’ve occasionally used AI-generated placeholders — some of which I actually quite like. These are temporary and will likely be replaced over time.
We utilize generative AI tools during the development process to enhance the overall quality and depth of the game's world. Specifically:
Character Models: The mesh for the game’s final boss was created using AI-assisted generation tools, then manually refined to ensure high-quality technical standards.
Localization: AI tools are used to assist in translating game text into multiple languages, which are then manually reviewed and polished for accuracy.
Marketing Materials: Some promotional assets and store page visuals may include elements enhanced by AI to better represent the game's tactical vision.
AI Integration in Our Game
Our game incorporates generative artificial intelligence specifically for creating background music and enhancing visual elements. Here's an overview of how AI is utilized:
AI-Generated Background Music:
The background music in our game is generated using SUNO, a state-of-the-art AI music generation tool. This allows us to provide a unique and immersive auditory experience for players, ensuring that the music dynamically adapts to the gameplay and enhances the overall atmosphere.
AI-Generated Gun Icons:
In addition to music, we have also utilized ChatGPT to generate a few gun icons, which were then further refined and customized. This combination of AI generation and human touch ensures that our visual assets are both innovative and meticulously crafted.
This game contains AI art assets for both characters and backgrounds that have been generated via Perchance using text descriptions. This was done on a purely financial basis as a one-person indie studio. None of the Art is Illegal or infringing and there is also no live-generated AI content
The game contains no other AI assets, such as code or sound, which were created by humans
In-game settler busts and some concepts of planets are generated with self-trained generative image techniques. Some ideas for flavor text of settlers, planets and/or artifacts were created with the help of NLP technologies. (only for idea and concept generation, not for text)
We are using artist assisted AI. In that the artist draws and designs the characters and than the AI will help to polish and clean up the drawing up. That enables us to have a fast turnaround for many characters.
The developer is a skilled artist who has created all of the art, except for some music and sound effects that were partially generated by different AI software to ease the cost and workload of solo development.
We've created voice lines for the player's hub A.I. companion, known as L.A.N.A. (short for Logical Artificial Neural Assistant), to narrate tutorial texts. They are all pre-rendered.
Portion's paid for and built with the current available version of the modern "The Most High Level Programming Language" representation; through Microsoft's AI-powered coding assistant "Github Copilot".
All dialogs texts, code, songs and pixelart assets in game were CREATED BY US MANUALLY.
AI is used to help on illustration's creation. The illustrations on dialogs and title screen even though we make our tweaks, changes, edit and compile multiple results to get our desired result.