Public Steam disclosure research25,497 disclosures tracked
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This game utilizes generative AI for part of its localized text and certain background environment assets. These tools were used to enhance development efficiency, and all final outputs have been curated and edited by our team.
The background music for Geometry Attack was created using Soundraw, an AI-powered music generation tool. All musical tracks were pre-generated during development and are included as static assets in the final game.
During the development of this game, generative AI was used to create some user interface (UI) assets and for text translation.
Please note that the main character illustrations were created by human artists.
This game uses generative AI in several components. As a solo/small developer, the project wouldn't be feasible without it, but my goal is to fund human-created replacements through the game's revenue after early acces release.
Artwork-
AI generates the base/reference character sprites, which I then paint over and animate by hand.
Item and tileset sprites follow the same treatment, some items may remain unedited in early access to be reviewed later.
Music - AI generated music with rights held by Bonehead Labs.
Capsule art - combination of AI generation and hand-work.
This game utilizes generative AI technology to create some 3D models, background music (BGM), and sound effects to efficiently generate resources during the production process.
Generative AI tools were used during development for concept exploration, prototyping, and internal reference materials. All gameplay systems, visuals, text, and audio included in the released game are authored, curated, and reviewed by the developer.
Some illustrations used in the Arcade Mode (beta version) were created using a hybrid workflow that combines hand-drawn artwork and generative AI-assisted editing.
The developer first creates original pencil sketches by hand, then digitizes and edits them on PC. Generative AI is used only to assist with draft refinement and background adjustments, followed by additional manual editing in image software.
It has not yet been decided whether these illustrations will be replaced with fully hand-crafted versions during or after Early Access development.
AI tools were used strictly during the development phase to assist with writing code scripts and drafting text descriptions. All game mechanics, logic, and assets were manually reviewed, tested, and finalized by the developer.
Generative AI was used to assist in the creation of certain game art assets, such as textures and UI elements. These assets were further refined and polished by our internal development team to ensure visual quality and consistency within the Unreal Engine environment.
This game uses generative artificial intelligence tools only during development to create certain visual and audio assets. All content experienced by players is pre-rendered and reviewed, with no automatic real-time generation during gameplay.
As a solo developer starting out a hobby project, I used different AI generated images early on.
I have since, after deciding to stick with the game, attempted to clean up and change to known license images and content, or make and remake where possible.
Generative AI is starting to be used solely for sound effects, and I'm limiting my use to sound effects only.
Now, as in the future, music and art will not be created using generative AI.
As we are a 2 person team, localizations are mostly generated with AI and vetted with the ongoing help of the community.
If you would like to help with vetting and fixing the translations, head over to the discussions page to find out how on the pinned topic.
Generative AI tools were used to assist with the creation and editing of artwork for some Steam Store and Library assets, as well as with the translation and localization of game-related text. All AI-assisted content was reviewed, edited, and finalized by the development team. Generative AI is not used to generate content during gameplay, and the game does not connect to any external AI services.
This game utilizes generative AI for part of its localized text and certain background environment assets. These tools were used to enhance development efficiency, and all final outputs have been curated and edited by our team.
The background music for Geometry Attack was created using Soundraw, an AI-powered music generation tool. All musical tracks were pre-generated during development and are included as static assets in the final game.
During the development of this game, generative AI was used to create some user interface (UI) assets and for text translation.
Please note that the main character illustrations were created by human artists.
This game uses generative AI in several components. As a solo/small developer, the project wouldn't be feasible without it, but my goal is to fund human-created replacements through the game's revenue after early acces release.
Artwork-
AI generates the base/reference character sprites, which I then paint over and animate by hand.
Item and tileset sprites follow the same treatment, some items may remain unedited in early access to be reviewed later.
Music - AI generated music with rights held by Bonehead Labs.
Capsule art - combination of AI generation and hand-work.
This game utilizes generative AI technology to create some 3D models, background music (BGM), and sound effects to efficiently generate resources during the production process.
Generative AI tools were used during development for concept exploration, prototyping, and internal reference materials. All gameplay systems, visuals, text, and audio included in the released game are authored, curated, and reviewed by the developer.
Some illustrations used in the Arcade Mode (beta version) were created using a hybrid workflow that combines hand-drawn artwork and generative AI-assisted editing.
The developer first creates original pencil sketches by hand, then digitizes and edits them on PC. Generative AI is used only to assist with draft refinement and background adjustments, followed by additional manual editing in image software.
It has not yet been decided whether these illustrations will be replaced with fully hand-crafted versions during or after Early Access development.
AI tools were used strictly during the development phase to assist with writing code scripts and drafting text descriptions. All game mechanics, logic, and assets were manually reviewed, tested, and finalized by the developer.
Generative AI was used to assist in the creation of certain game art assets, such as textures and UI elements. These assets were further refined and polished by our internal development team to ensure visual quality and consistency within the Unreal Engine environment.
This game uses generative artificial intelligence tools only during development to create certain visual and audio assets. All content experienced by players is pre-rendered and reviewed, with no automatic real-time generation during gameplay.
As a solo developer starting out a hobby project, I used different AI generated images early on.
I have since, after deciding to stick with the game, attempted to clean up and change to known license images and content, or make and remake where possible.
Generative AI is starting to be used solely for sound effects, and I'm limiting my use to sound effects only.
Now, as in the future, music and art will not be created using generative AI.
As we are a 2 person team, localizations are mostly generated with AI and vetted with the ongoing help of the community.
If you would like to help with vetting and fixing the translations, head over to the discussions page to find out how on the pinned topic.
Generative AI tools were used to assist with the creation and editing of artwork for some Steam Store and Library assets, as well as with the translation and localization of game-related text. All AI-assisted content was reviewed, edited, and finalized by the development team. Generative AI is not used to generate content during gameplay, and the game does not connect to any external AI services.