we use AI generative software to work with the npc and interactables in the game
- Creator
- GetComponent Studio
- Reviews
- -
- Added
- Mar 18, 2026
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we use AI generative software to work with the npc and interactables in the game
Some 3D models of objects, sounds, music, translation and voice-over of text
In this project, some character avatar images and UI elements were created using generative artificial intelligence. These images have been processed and adapted for use in the game.
Some art Pictures are generated by Chat GPT, Music is made with Suno AI
Currently the main menu screen (and main logo) uses images generated by AI. These are placeholders and will be replaced by real art soon.
A short voice change was made with ai to make realistic content.
Some promotional artwork and visuals in Zombie Pandemia 2D were crafted using AI-assisted tools. These include images of real-life styled characters and zombies designed to enhance the immersive storytelling and atmosphere. All in-game content, such as characters, environments, and gameplay elements, has been manually created to deliver an authentic experience tailored for our players. The use of AI tools was focused solely on marketing assets to bring you a glimpse of the post-apocalyptic world of Zombie Pandemia 2D.
We are using generative AI to create Cinematic content in the launching trailer.
We use AI to generate two images, which are: the "Black Eye" image and the "Judge with Protect Democracy text" image. And their use is merely illustrative for the respective topics covered in the game description. We do not use AI to generate content for the game.
Promotional image on the store page
AI has been used to help develop the game's cover art.
AI helps me Plan and script my videos, Helps me improve my way of telling you, what this product does.
Skill images were generated using AI
Some cutscenes in the game were generated using AI to enhance the visual storytelling and atmosphere. These videos create a unique atmosphere and are not part of the main gameplay.
Generative AI was used in the multilingual translation process.
AI-generated art object
Music, sound fx, voices and textures.
Used in art asset creation
AI has been used to help develop the game's cover art.
We have used AI to generate some UI in games.
Due to budget constraints, some of the game's 2D sprites are generated by a neural network.
Due to my limited artistic ability, I have made use of a generative artificial intelligence —diffusion model, on the store page to assist in the display of promotional and sales images. But please rest assured that the game screenshots are all taken from real playing process. Finally, I hope you enjoy my independent game!
Some images are generated by AI.
Some 3D content in the game itself is generated by neural radiance fields / photogrammetry. All screenshots on the store page are actual screenshots of the game play.
In AbstractPunk, AI was used for speech synthesis, referencing the earlier Evil Indie Games title, NO THING. AI is used in AbstractPunk to generate character speech and sounds. The collage-style graphics in the game feature AI-generated elements as well as numerous distortions caused by AI.
AI-generated art objects
Operation: Strike & Secure uses generative artificial intelligence to create certain visual elements, including the background image of its main menu. This image was generated using an AI tool to bring a unique and immersive aesthetic to the game interface. However, no AI is used to generate real-time content during gameplay, and all other visual and mechanical elements were created and verified by the development team. The AI-generated image meets copyright requirements and has been carefully checked to ensure it fits the theme and atmosphere of the game.
Voice-over for the tutorial and in-game tips
Some store page and marketing assets use or used AI generation. No in-game content or code uses or used AI generation.
"The Madness of Billiards" uses artificial intelligence exclusively for generating certain pre-rendered images and some voice effects in the game. These AI-generated assets contribute to the game's immersive experience but are not used for live content generation or code modifications during gameplay.
Music and script grammatical errors.
We use text-generating AI for localization in this game.
We used AI to generate pre-rendered images for the in-game paintings, as well as the opening and ending cutscenes.
AI will be limited to marketing materials and probably some in-game images to improve the graphic quality of the game interface.
In our effort to provide a visually appealing experience, we have incorporated generation tools for some secondary visual elements, such as 2D portraits. Most of the artistic resources that require greater attention to detail have been developed manually. This has allowed us to maintain an artistic standard and ensure that each component of the game reflects a unique and engaging atmosphere.
The game uses Artificial Intelligence to only generate the main image of the game, that is the logo image, that is shown in the cover of the game, the store pages, and the launch icon.
Character voices are AI generated.
Some images in the game were created using AI.
A.I. Generated Buildings
AI is used in the game to improve the quality of audio tracks.
some Audio and Graphics where created with the help of AI
In the game's marketing materials, artificial intelligence was used as a visual component.
As a Solo Developer, AI was used mostly for things that would otherwise take too much time or finance, such as: Voice Lines, SFX, and custom Images. AI type used: Voice Changers, Image Generators, and Audio Generators.
The music played within the game utilizes generative AI.
Artificial intelligence support was used in the pictures that are not in the game, but only on the steam page.
For the demo of Rise of the Vanguard, we have used AI generation primarily to create temporary character voices. This decision was made due to the realities of being a single-developer studio with no funding or external support, and these AI-generated voices are intended only as a stopgap until we can secure funding and hire dedicated professional voice actors. Beyond this, our use of AI has been limited to standard development tooling, such as IDE line-completion features and AI-assisted debugging, which are customary in modern software development. We do not use AI for narrative design, worldbuilding, or core creative direction, and we strongly support creative professionals and the long-term importance of human-created art and performances.
We only used AI to expand our artworks.
The generated soundtrack
Generate and use game still images with AI
Some of the images used on the store page are AI-generated. Certain images and 3D models used in the game are AI-generated. Some of the text has been created with the assistance of AI. Parts of the programming have been developed with the assistance of AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Knight of the Kingdom Live AI text | we use AI generative software to work with the npc and interactables in the game | GetComponent Studio | - | Mar 18, 2026 | |
Sever's Zone In-game content artaudiotext | Some 3D models of objects, sounds, music, translation and voice-over of text | Alexander Semenko | - | Mar 18, 2026 | |
Relictor In-game content art | In this project, some character avatar images and UI elements were created using generative artificial intelligence. These images have been processed and adapted for use in the game. | AIMTeam | - | Mar 18, 2026 | |
Lifetakers & Heartbreakers In-game content artaudio | Some art Pictures are generated by Chat GPT, Music is made with Suno AI | Pacific Dream Peking | 12 | Mar 18, 2026 | |
Smokkehed Store/marketing art | Currently the main menu screen (and main logo) uses images generated by AI. These are placeholders and will be replaced by real art soon. | Tynepunk | - | Mar 18, 2026 | |
Unpatterned Cut In-game content audio | A short voice change was made with ai to make realistic content. | Vnow Games | 14 | Mar 18, 2026 | |
Zombie Pandemia 2D In-game content art | Some promotional artwork and visuals in Zombie Pandemia 2D were crafted using AI-assisted tools. These include images of real-life styled characters and zombies designed to enhance the immersive storytelling and atmosphere.
All in-game content, such as characters, environments, and gameplay elements, has been manually created to deliver an authentic experience tailored for our players.
The use of AI tools was focused solely on marketing assets to bring you a glimpse of the post-apocalyptic world of Zombie Pandemia 2D. | SpaceGhostTriFF | - | Mar 18, 2026 | |
EXTERMINIUM Store/marketing art | We are using generative AI to create Cinematic content in the launching trailer. | BernalStudios | 10 | Mar 18, 2026 | |
Baker Bros's Quarantine Store/marketing art | We use AI to generate two images, which are: the "Black Eye" image and the "Judge with Protect Democracy text" image. And their use is merely illustrative for the respective topics covered in the game description.
We do not use AI to generate content for the game. | Benetnasch | - | Mar 18, 2026 | |
银河先锋 Store/marketing art | Promotional image on the store page | TopGame | 20 | Mar 18, 2026 | |
Retro Dungeon Slayer Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Scope 3 Dev only text | AI helps me Plan and script my videos, Helps me improve my way of telling you, what this product does. | Mrsmithentop | 12 | Mar 18, 2026 | |
Gatestodian In-game content art | Skill images were generated using AI | Heel Bite | - | Mar 18, 2026 | |
ARO dangerous campaign In-game content art | Some cutscenes in the game were generated using AI to enhance the visual storytelling and atmosphere. These videos create a unique atmosphere and are not part of the main gameplay. | Alexander Sevastianov | - | Mar 18, 2026 | |
LootMage In-game content text | Generative AI was used in the multilingual translation process. | CurlyMango | 13 | Mar 18, 2026 | |
Nexus Touch Spider In-game content art | AI-generated art object | NOODE LTD | - | Mar 18, 2026 | |
Soup N' Shots In-game content audioart | Music, sound fx, voices and textures. | Nostalgic Brains | - | Mar 18, 2026 | |
Galactic Arena In-game content art | Used in art asset creation | LINKED | - | Mar 18, 2026 | |
Doomed Hell 64: FPS Dungeon Crawler Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
InfectionWarfare In-game content art | We have used AI to generate some UI in games. | FlyingWingStudio | - | Mar 18, 2026 | |
Fiora In-game content art | Due to budget constraints, some of the game's 2D sprites are generated by a neural network. | ArcanaLord | - | Mar 18, 2026 | |
灭绝虚空 Store/marketing art | Due to my limited artistic ability, I have made use of a generative artificial intelligence —diffusion model, on the store page to assist in the display of promotional and sales images. But please rest assured that the game screenshots are all taken from real playing process. Finally, I hope you enjoy my independent game! | 乐猪游戏 | - | Mar 18, 2026 | |
Eliminate Fear Store/marketing art | Some images are generated by AI. | KE GANXING | - | Mar 18, 2026 | |
Hyperborea In-game content art | Some 3D content in the game itself is generated by neural radiance fields / photogrammetry. All screenshots on the store page are actual screenshots of the game play. | Sequin Games | 17 | Mar 18, 2026 | |
AbstractPunk In-game content audioart | In AbstractPunk, AI was used for speech synthesis, referencing the earlier Evil Indie Games title, NO THING. AI is used in AbstractPunk to generate character speech and sounds. The collage-style graphics in the game feature AI-generated elements as well as numerous distortions caused by AI. | Evil Indie Games | - | Mar 18, 2026 | |
Takedown: Last Shot Forever In-game content art | AI-generated art objects | Software Technologies SRL | - | Mar 18, 2026 | |
Operation : Strike & Secure Store/marketing art | Operation: Strike & Secure uses generative artificial intelligence to create certain visual elements, including the background image of its main menu. This image was generated using an AI tool to bring a unique and immersive aesthetic to the game interface. However, no AI is used to generate real-time content during gameplay, and all other visual and mechanical elements were created and verified by the development team. The AI-generated image meets copyright requirements and has been carefully checked to ensure it fits the theme and atmosphere of the game. | WanderLab | 13 | Mar 18, 2026 | |
Evil Siege In-game content audio | Voice-over for the tutorial and in-game tips | MHD Homam AL Takrity | - | Mar 18, 2026 | |
The Courage of Cordelia Store/marketing art | Some store page and marketing assets use or used AI generation. No in-game content or code uses or used AI generation. | sillestudios | - | Mar 18, 2026 | |
The Madness of Billiards In-game content artaudio | "The Madness of Billiards" uses artificial intelligence exclusively for generating certain pre-rendered images and some voice effects in the game. These AI-generated assets contribute to the game's immersive experience but are not used for live content generation or code modifications during gameplay. | Julián David Rozo Montealegre | - | Mar 18, 2026 | |
RoundZ Unclear textaudio | Music and script grammatical errors. | GG Interactive | - | Mar 18, 2026 | |
DUNGEON RAZE In-game content text | We use text-generating AI for localization in this game. | KOTARO YOSHIDA | 433 | Mar 18, 2026 | |
Lock. Stock. And Hungry Pumpkins. In-game content art | We used AI to generate pre-rendered images for the in-game paintings, as well as the opening and ending cutscenes. | Cornfield Games | - | 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 | |
Numina: Construct In-game content art | In our effort to provide a visually appealing experience, we have incorporated generation tools for some secondary visual elements, such as 2D portraits. Most of the artistic resources that require greater attention to detail have been developed manually. This has allowed us to maintain an artistic standard and ensure that each component of the game reflects a unique and engaging atmosphere. | ScoutSpark | - | Mar 18, 2026 | |
Pirates Never Die In-game content art | The game uses Artificial Intelligence to only generate the main image of the game, that is the logo image, that is shown in the cover of the game, the store pages, and the launch icon. | Konvenant | - | Mar 18, 2026 | |
Blackstar Ranger In-game content audio | Character voices are AI generated. | Vandal Gameworx | - | Mar 18, 2026 | |
Save Me My Hero In-game content art | Some images in the game were created using AI. | NextDay | - | Mar 18, 2026 | |
Jet Fighters with Friends 3 In-game content art | A.I. Generated Buildings | Archor Wright | - | Mar 18, 2026 | |
Limbonauts In-game content audio | AI is used in the game to improve the quality of audio tracks. | 7Cats-Team | - | Mar 18, 2026 | |
Yasuke Simulator In-game content artaudio | some Audio and Graphics where created with the help of AI | HistoryAccurateDevelopers | 1.9k | Mar 18, 2026 | |
Diddy Store/marketing art | In the game's marketing materials, artificial intelligence was used as a visual component. | GalaxyVerse | 23 | Mar 18, 2026 | |
Biohazard: Siberia In-game content audioart | As a Solo Developer, AI was used mostly for things that would otherwise take too much time or finance, such as: Voice Lines, SFX, and custom Images.
AI type used: Voice Changers, Image Generators, and Audio Generators. | Veilshift Games | - | Mar 18, 2026 | |
Boo Boo Booster In-game content audio | The music played within the game utilizes generative AI. | Coyote Runner | - | Mar 18, 2026 | |
The Lost Hunter In-game content art | Artificial intelligence support was used in the pictures that are not in the game, but only on the steam page. | BlackTab Games | - | Mar 18, 2026 | |
Rise of the Vanguard In-game content audio | For the demo of Rise of the Vanguard, we have used AI generation primarily to create temporary character voices. This decision was made due to the realities of being a single-developer studio with no funding or external support, and these AI-generated voices are intended only as a stopgap until we can secure funding and hire dedicated professional voice actors. Beyond this, our use of AI has been limited to standard development tooling, such as IDE line-completion features and AI-assisted debugging, which are customary in modern software development. We do not use AI for narrative design, worldbuilding, or core creative direction, and we strongly support creative professionals and the long-term importance of human-created art and performances. | Galactic Studio | - | Mar 18, 2026 | |
Dear Brother: Beware of the Witch In-game content art | We only used AI to expand our artworks. | Chapter3 | - | Mar 18, 2026 | |
Unshaken In-game content audio | The generated soundtrack | Catgene Games | - | Mar 18, 2026 | |
Death City Store/marketing art | Generate and use game still images with AI | Doubleagames | - | Mar 18, 2026 | |
堕天の牢獄 / Fallen Cage In-game content arttextcode | Some of the images used on the store page are AI-generated.
Certain images and 3D models used in the game are AI-generated.
Some of the text has been created with the assistance of AI.
Parts of the programming have been developed with the assistance of AI. | Jloo | - | Mar 18, 2026 |