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Missing or unclear statements cannot establish whether a game uses AI.
We employ generative AI technologies during the creation of some assets. Typically this involves the ideation of content and visual reference material. These elements represent a minor component of the overall development. AI has been used to generate voices for an AI antagonist and a player advisor.
Some of our card art was produced with AI-generated images which our artists painted over and edited before animating the finished card. Some older marketing and website material has been AI-generated as well.
This game uses generative AI tools during its development. Specifically:
AI was used to assist in the creation and artistic refinement of marketing assets, library hero images, and the game title logo.
AI was used to provide reference and optimization for certain static environmental background assets within the game. All AI-generated content has been manually edited and quality-controlled to ensure it aligns with the game's oriental art style.
After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them.
Similarly, certain background music pieces were developed with the help of generative AI tools.
Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration.
This game was initially developed without using Artificial Intelligence.
Later, I added scenes and images improved with Generative Artificial Intelligence.
They are locally generated using Stable diffusion, without resorting to paying any generative AI company. Although paying them could have given me better tools and results, I decided not to pay for their use to support the claim of artists for fair royalties. (It is not possible to discuss such a complex issue here, but I will consider opening a discussion on the topic in the game forum, follow my game to be notified if it is created)
Most of the artistic content in the game, mainly music, is compensated in various ways depending on the case to its artists.
My original content is registered, but the images generated by AI are essentially treated as 'creative commons' and I consider them fanarts of my characters.
All added scenes and backgrounds are of high quality and maintain good coherence, avoiding deformities in hands, eyes, etc., and without annoying or confusing shapes.
All AI-generated images are generated, selected, and edited exclusively by me, the creator of the game, to reflect my original vision, previously inaccessible due to high costs.
I have sought to include only select content that enriches the narrative and immersion of the game.
This game used AI to help quickly iterate through designs for some UI elements using our own artwork as a baseline. AI is also used to help translate the game; and is used for the AlienGPT custom species system using player inputs.
* English subtitle translation assistance
OpenAI ChatGPT 4o (Before v1.0 release #BringBack4o)
Google Gemini 3 Pro (After v1.0 release)
* AI-assisted coding (2 Files, Human Reviewed)
Anthropic Claude Code
* Advice about things I can't tell anyone
Google Gemini 3 Pro
Please see below for our AI usage policy:
https://had2apps.com/games/ai_policy/#en
Localizations to languages with an in-game marking "BETA" (French, Spanish, Italian, Swedish) have been created using generative artificial intelligence.
The game uses some AI-generated sound effects, music, voice overs and in-game localization. It may, in rare instances use AI art fully or adopted by artists.
The package image of this game was created using multiple AI tools.
Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license.
Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan.
No AI-generated elements are included in the main game or in-game content.
Isolation Simulator is a one-person passion project. To be fully transparent:
I recorded all the voice lines myself, then used AI voice filters to create different character voices.
Some background wall art and a few music tracks/instrumentals were created or enhanced with AI tools.
Everything else — gameplay systems, level design, ARG mechanics, most 2D assets, lore, writing, and core experience — was made manually by me.
I used AI only where it helped me focus on what matters most to me: deep storytelling, player observation mechanics, and a complex ARG. I know some players have strong feelings about AI in games — I respect that. This is simply how I was able to finish the game as a solo developer.
The package image of this game was created using multiple AI tools.
Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license.
Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan.
No AI-generated elements are included in the main game or in-game content.
AI tools were used during the pre-production phase to generate concept art and visual references to help establish the game's atmosphere and mood. All final in-game assets were created or modified by our development team. No AI-generated content is created in real-time during gameplay.
Quick note: The capsule art is AI-generated as a temporary placeholder, but I’m already working with an artist to replace and upgrade it with final artwork.
In Source of Madness, AI shapes the player experience by procedurally generating the Loam Lands, its monsters, and environments. Each encounter is unique, with neural-network-driven animations and behavior, ensuring that exploration, combat, and loot are always unpredictable and tailored to the player’s journey.
We’ve utilized AI to assist in the creation of certain visual elements, such as asteroids and ships, which are featured in the game. These AI-generated assets were thoughtfully integrated to enhance your visual experience. Please note, AI is not involved in gameplay or player interactions.
Description of the Game’s Use of AI
Our game does not use generative AI to create gameplay behavior or influence player decisions. All narrative content, character behavior, dialogue, level design, and artistic direction are hand-crafted by the developer.
We only use AI in limited, non-gameplay ways, such as:
Development assistance (e.g., debugging or improving scripts).
Optional asset prototyping (concept sketches used as early references before creating final assets).
No AI systems interact with the player during gameplay, and no player data is used to train AI models.
The in-game guidance, character responses, and story progression are fully authored, not generated dynamically by AI.
In our game development process, we have adopted AI technology to generate art content, mainly for the character portraits of esports players and illustrations in game events. We hope to provide players with richer and more diverse character portraits, but considering the economic, manpower, and time aspects, we find it difficult to afford a large amount of hand-drawn content. We have tried to separate parts such as the mouth, face, and nose, and then assemble them into 3D characters, but the effect was not satisfactory.
Therefore, we decided to try a new method: using AI to generate these contents. We used some of the content we had created before to train the AI model, allowing it to learn and understand the art style and requirements we want. Now, all the AI-generated character portraits and illustrations in the game are made by our trained model, and after completion, we also manually correct them.
We deeply understand that AI cannot replace the creativity and uniqueness of real artists. For this, we feel very sorry, but we also promise you that “Esports Godfather” is not a work without sincerity. We have spent a tremendous amount of time polishing innovative gameplay and various experience content. In these four and a half years, we have been committed to completing a work that satisfies everyone.
We hope you can understand our decision and continue to support our game. We will continue to work hard to provide you with a better gaming experience.
Used AI powered video editing tool to animate the static images of our Rico Character and Sky Marshal. We used all our fully contracted and paid for existing content and images we had with these actors from our original recording sessions. No new AI content was generated.
The package image of this game was created using multiple AI tools.
Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license.
Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan.
No AI-generated elements are included in the main game or in-game content.
The package image of this game was created using multiple AI tools.
Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license.
Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan.
No AI-generated elements are included in the main game or in-game content.
We employ generative AI technologies during the creation of some assets. Typically this involves the ideation of content and visual reference material. These elements represent a minor component of the overall development. AI has been used to generate voices for an AI antagonist and a player advisor.
Some of our card art was produced with AI-generated images which our artists painted over and edited before animating the finished card. Some older marketing and website material has been AI-generated as well.
This game uses generative AI tools during its development. Specifically:
AI was used to assist in the creation and artistic refinement of marketing assets, library hero images, and the game title logo.
AI was used to provide reference and optimization for certain static environmental background assets within the game. All AI-generated content has been manually edited and quality-controlled to ensure it aligns with the game's oriental art style.
After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them.
Similarly, certain background music pieces were developed with the help of generative AI tools.
Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration.
This game was initially developed without using Artificial Intelligence.
Later, I added scenes and images improved with Generative Artificial Intelligence.
They are locally generated using Stable diffusion, without resorting to paying any generative AI company. Although paying them could have given me better tools and results, I decided not to pay for their use to support the claim of artists for fair royalties. (It is not possible to discuss such a complex issue here, but I will consider opening a discussion on the topic in the game forum, follow my game to be notified if it is created)
Most of the artistic content in the game, mainly music, is compensated in various ways depending on the case to its artists.
My original content is registered, but the images generated by AI are essentially treated as 'creative commons' and I consider them fanarts of my characters.
All added scenes and backgrounds are of high quality and maintain good coherence, avoiding deformities in hands, eyes, etc., and without annoying or confusing shapes.
All AI-generated images are generated, selected, and edited exclusively by me, the creator of the game, to reflect my original vision, previously inaccessible due to high costs.
I have sought to include only select content that enriches the narrative and immersion of the game.
This game used AI to help quickly iterate through designs for some UI elements using our own artwork as a baseline. AI is also used to help translate the game; and is used for the AlienGPT custom species system using player inputs.
* English subtitle translation assistance
OpenAI ChatGPT 4o (Before v1.0 release #BringBack4o)
Google Gemini 3 Pro (After v1.0 release)
* AI-assisted coding (2 Files, Human Reviewed)
Anthropic Claude Code
* Advice about things I can't tell anyone
Google Gemini 3 Pro
Please see below for our AI usage policy:
https://had2apps.com/games/ai_policy/#en
Localizations to languages with an in-game marking "BETA" (French, Spanish, Italian, Swedish) have been created using generative artificial intelligence.
The game uses some AI-generated sound effects, music, voice overs and in-game localization. It may, in rare instances use AI art fully or adopted by artists.
The package image of this game was created using multiple AI tools.
Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license.
Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan.
No AI-generated elements are included in the main game or in-game content.
Isolation Simulator is a one-person passion project. To be fully transparent:
I recorded all the voice lines myself, then used AI voice filters to create different character voices.
Some background wall art and a few music tracks/instrumentals were created or enhanced with AI tools.
Everything else — gameplay systems, level design, ARG mechanics, most 2D assets, lore, writing, and core experience — was made manually by me.
I used AI only where it helped me focus on what matters most to me: deep storytelling, player observation mechanics, and a complex ARG. I know some players have strong feelings about AI in games — I respect that. This is simply how I was able to finish the game as a solo developer.
The package image of this game was created using multiple AI tools.
Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license.
Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan.
No AI-generated elements are included in the main game or in-game content.
AI tools were used during the pre-production phase to generate concept art and visual references to help establish the game's atmosphere and mood. All final in-game assets were created or modified by our development team. No AI-generated content is created in real-time during gameplay.
Quick note: The capsule art is AI-generated as a temporary placeholder, but I’m already working with an artist to replace and upgrade it with final artwork.
In Source of Madness, AI shapes the player experience by procedurally generating the Loam Lands, its monsters, and environments. Each encounter is unique, with neural-network-driven animations and behavior, ensuring that exploration, combat, and loot are always unpredictable and tailored to the player’s journey.
We’ve utilized AI to assist in the creation of certain visual elements, such as asteroids and ships, which are featured in the game. These AI-generated assets were thoughtfully integrated to enhance your visual experience. Please note, AI is not involved in gameplay or player interactions.
Description of the Game’s Use of AI
Our game does not use generative AI to create gameplay behavior or influence player decisions. All narrative content, character behavior, dialogue, level design, and artistic direction are hand-crafted by the developer.
We only use AI in limited, non-gameplay ways, such as:
Development assistance (e.g., debugging or improving scripts).
Optional asset prototyping (concept sketches used as early references before creating final assets).
No AI systems interact with the player during gameplay, and no player data is used to train AI models.
The in-game guidance, character responses, and story progression are fully authored, not generated dynamically by AI.
In our game development process, we have adopted AI technology to generate art content, mainly for the character portraits of esports players and illustrations in game events. We hope to provide players with richer and more diverse character portraits, but considering the economic, manpower, and time aspects, we find it difficult to afford a large amount of hand-drawn content. We have tried to separate parts such as the mouth, face, and nose, and then assemble them into 3D characters, but the effect was not satisfactory.
Therefore, we decided to try a new method: using AI to generate these contents. We used some of the content we had created before to train the AI model, allowing it to learn and understand the art style and requirements we want. Now, all the AI-generated character portraits and illustrations in the game are made by our trained model, and after completion, we also manually correct them.
We deeply understand that AI cannot replace the creativity and uniqueness of real artists. For this, we feel very sorry, but we also promise you that “Esports Godfather” is not a work without sincerity. We have spent a tremendous amount of time polishing innovative gameplay and various experience content. In these four and a half years, we have been committed to completing a work that satisfies everyone.
We hope you can understand our decision and continue to support our game. We will continue to work hard to provide you with a better gaming experience.
Used AI powered video editing tool to animate the static images of our Rico Character and Sky Marshal. We used all our fully contracted and paid for existing content and images we had with these actors from our original recording sessions. No new AI content was generated.
The package image of this game was created using multiple AI tools.
Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license.
Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan.
No AI-generated elements are included in the main game or in-game content.
The package image of this game was created using multiple AI tools.
Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license.
Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan.
No AI-generated elements are included in the main game or in-game content.