Some art asset used AI for initial conceptual design
- Creator
- MXL-Studio
- Reviews
- -
- Added
- Mar 18, 2026
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Some art asset used AI for initial conceptual design
Carceri's story portrays a world made by programs, for programs. While ALL the writing, music, and 3D art in this game was created by a single human being, there is an Art Gallery in-game that contains 50 images, 17 of which have been generated by AI, (that are all clearly marked as such). These are fictionally portrayed as art works created by the characters (programs) of this world. No names of modern, living artists were used to generate these images. The prompts were words such as: Hudson River school, old masters, Delacroix, robots, abstract geometry, landscape. From there, I photo-shopped all images so that none are 100% unaltered from the generation process. Acknowledging generative imagery's existence is important to the world-building and meta-narrative of Carceri, so this was the fairest way I could think to include a small dose of these works, which are divisive by their very nature.
We use Replica Studio and/or similar tools to voice our NPCs in the game.
Generative AI is used to render concept art for this game. Some textures or materials in future development may be generated using AI. I am a one-man team and use AI to help me visualize the design of the game.
Our game does not use generative artificial intelligence to generate content for the game, either pre-rendered or live-generated. However, due to budget constraints, we have utilized AI technology to generate voice lines for some of the NPCs in the game. Additionally, for the intro cutscene, we have incorporated AI-generated images. It's important to note that while AI has been used for specific aspects such as voice lines and cutscene imagery, no AI elements have been integrated into the gameplay mechanics themselves.
Due to insufficient manpower, AI is temporarily being used to create images for the store page. The images will be updated periodically.
Backgrounds were created from AI generated images, which were then modified by hand to obtain their final pixel art form.
AI was used to assist in the creation of the game's menu screen art.
menu page background, and other static non-gameplay GUI oriented page graphics
A minimum number of sprites were created with Artificial Intelligence, for which input was provided from sketches and concept art made by the team.
The visualisation of the characters for dialog portraits is accomplished with the help of AI generated imaging.
I will use AI to create pre rendered images to enhance the game's image quality.
- AI voice generation tools were used to create pre-generated character voice lines for in-game dialogue. - AI translation tools were used during development to create draft localization text for languages other than Arabic and English. These draft translations are included in the demo as AI-assisted draft localizations for UI, font, and text-length testing, and to help evaluate requirements for possible future professional human localization.
AI-assisted tools were used for background adjustments in the store page images.
Some backgrounds and store assets have been generated combining artwork and pictures created by the AI
We have used AI generative for two images. first was in the main menu, second was in the end of the game.
As an independent developer, I use AI during development as a learning and workflow assistant. It helps me understand tools, write a small portion of code, and polish some localization. All final content in the game is personally reviewed and tested.
Some elements of the images were textured using AI.
Narrator uses AI voice over work as a placeholder. Currently the final game is slotted to feature 100% human actors for maximum expression. An example of this is the demo's ending cutscene.
AI Disclosure Artificial intelligence tools were used during development to assist with the creation of some promotional artwork and visual assets for the Steam store page. All in-game content, gameplay systems, level design, code, and narrative elements are created manually by the development team. No AI-generated content is used during gameplay, and no AI systems are active while the game is running.
AI-generated art was developed based on original sketches and artwork created in our studio. We used a private LLM trained exclusively on our own original artwork to iterate and experiment with various visual concepts before finalizing our artistic direction. This process allowed us to efficiently explore creative possibilities while ensuring the final art assets remained true to our unique vision and aesthetic. AI was also assistive in code and project management.
Some character voices are AI generated.
Animating static images.
AI will be used to create more languages as I am only fluent in two languages.
A few background images in the start sequence were generated by AI.
Music is generated by AI
The game introduction has some character sprites that we re-painted with the help of AI. We created those characters with a painting software, then we improved them with an AI software, and then manually re-touched them again with a painting software. That was an experimental approach. The entire game instead, has been fully manually designed, crafted and drawn by us.
I only used AI for the capsule image.
Using «text to speech» to voiceover background characters
During the development phase, some placeholder voices and vocal prototypes are generated using AI tools. These are used solely for iteration, testing, and internal production workflows. For the final release, all characters will be voiced by professional voice actors.
A portion of the Steam community assets and marketing materials are generated using AI.
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.
Using generated images for the Steam store page icons
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Stellar Poetry Dev only art | Some art asset used AI for initial conceptual design | MXL-Studio | - | Mar 18, 2026 | |
Carceri In-game content art | Carceri's story portrays a world made by programs, for programs. While ALL the writing, music, and 3D art in this game was created by a single human being, there is an Art Gallery in-game that contains 50 images, 17 of which have been generated by AI, (that are all clearly marked as such). These are fictionally portrayed as art works created by the characters (programs) of this world.
No names of modern, living artists were used to generate these images. The prompts were words such as: Hudson River school, old masters, Delacroix, robots, abstract geometry, landscape. From there, I photo-shopped all images so that none are 100% unaltered from the generation process.
Acknowledging generative imagery's existence is important to the world-building and meta-narrative of Carceri, so this was the fairest way I could think to include a small dose of these works, which are divisive by their very nature. | NeonSerpent LLC | - | Mar 18, 2026 | |
Dwellink: War of the Nine In-game content audio | We use Replica Studio and/or similar tools to voice our NPCs in the game. | HighPassionStudios | - | Mar 18, 2026 | |
Pounce and the Twin Trees In-game content art | Generative AI is used to render concept art for this game. Some textures or materials in future development may be generated using AI. I am a one-man team and use AI to help me visualize the design of the game. | Aaron Gibson | - | Mar 18, 2026 | |
Shadows of Destruction In-game content audioart | Our game does not use generative artificial intelligence to generate content for the game, either pre-rendered or live-generated. However, due to budget constraints, we have utilized AI technology to generate voice lines for some of the NPCs in the game. Additionally, for the intro cutscene, we have incorporated AI-generated images. It's important to note that while AI has been used for specific aspects such as voice lines and cutscene imagery, no AI elements have been integrated into the gameplay mechanics themselves. | SheikyGames | - | Mar 18, 2026 | |
The Elementum Store/marketing art | Due to insufficient manpower, AI is temporarily being used to create images for the store page. The images will be updated periodically. | Baturalp ÖZMEN | - | Mar 18, 2026 | |
The Fall of Elena Temple In-game content art | Backgrounds were created from AI generated images, which were then modified by hand to obtain their final pixel art form. | GrimTalin | 12 | Mar 18, 2026 | |
Nine Lives Ninja: Explore! In-game content art | AI was used to assist in the creation of the game's menu screen art. | JX Games | 19 | Mar 18, 2026 | |
Montezuma's Revenge - Director's Cut In-game content art | menu page background, and other static non-gameplay GUI oriented page graphics | Normal Distribution LLC | - | Mar 18, 2026 | |
Chakana, Gold of the Gods In-game content art | A minimum number of sprites were created with Artificial Intelligence, for which input was provided from sketches and concept art made by the team. | Equinoxis Studios | - | Mar 18, 2026 | |
Blast Hopper In-game content art | The visualisation of the characters for dialog portraits is accomplished with the help of AI generated imaging. | Heartscape Games | 11 | Mar 18, 2026 | |
Sea and adventure Store/marketing art | I will use AI to create pre rendered images to enhance the game's image quality. | KathoWa | - | Mar 18, 2026 | |
Revenge Crystal Project In-game content audiotext | - AI voice generation tools were used to create pre-generated character voice lines for in-game dialogue.
- AI translation tools were used during development to create draft localization text for languages other than Arabic and English. These draft translations are included in the demo as AI-assisted draft localizations for UI, font, and text-length testing, and to help evaluate requirements for possible future professional human localization. | SAMx003 Games | - | Mar 18, 2026 | |
Red's Ascent Store/marketing art | AI-assisted tools were used for background adjustments in the store page images. | Özgür Çallı | - | Mar 18, 2026 | |
Stealth Raider Store/marketing art | Some backgrounds and store assets have been generated combining artwork and pictures created by the AI | Orazio Principe | - | Mar 18, 2026 | |
Ataraxie In-game content art | We have used AI generative for two images. first was in the main menu, second was in the end of the game. | Studio Gravenoire | - | Mar 18, 2026 | |
九条命 In-game content codetext | As an independent developer, I use AI during development as a learning and workflow assistant.
It helps me understand tools, write a small portion of code, and polish some localization.
All final content in the game is personally reviewed and tested. | Yoyiyo Studio | - | Mar 18, 2026 | |
Shadows Labyrinth In-game content art | Some elements of the images were textured using AI. | Kratos Games | - | Mar 18, 2026 | |
Veil: Alter Unknown In-game content audio | Narrator uses AI voice over work as a placeholder.
Currently the final game is slotted to feature 100% human actors for maximum expression. An example of this is the demo's ending cutscene. | Peter Lantz | - | Mar 18, 2026 | |
Land of Oblivion In-game content art | AI Disclosure
Artificial intelligence tools were used during development to assist with the creation of some promotional artwork and visual assets for the Steam store page.
All in-game content, gameplay systems, level design, code, and narrative elements are created manually by the development team.
No AI-generated content is used during gameplay, and no AI systems are active while the game is running. | hwg独立游戏 | - | Mar 18, 2026 | |
Wild Witch In-game content artcode | AI-generated art was developed based on original sketches and artwork created in our studio. We used a private LLM trained exclusively on our own original artwork to iterate and experiment with various visual concepts before finalizing our artistic direction. This process allowed us to efficiently explore creative possibilities while ensuring the final art assets remained true to our unique vision and aesthetic. AI was also assistive in code and project management. | Giantmaker Studio | - | Mar 18, 2026 | |
Rusty's Day Off: Episode One - Janitor on Duty In-game content audio | Some character voices are AI generated. | Onestone Software | 15 | Mar 18, 2026 | |
Dead Hook Unclear art | Animating static images. | Joy Way | 22 | Mar 18, 2026 | |
Legends of Mythology In-game content text | AI will be used to create more languages as I am only fluent in two languages. | swalk studios | - | Mar 18, 2026 | |
Curvature In-game content art | A few background images in the start sequence were generated by AI. | Pawel Lossew | - | Mar 18, 2026 | |
ReUpRise In-game content audio | Music is generated by AI | Livinskii Aleksandr | 11 | Mar 18, 2026 | |
Wild Radio Flux In-game content art | The game introduction has some character sprites that we re-painted with the help of AI. We created those characters with a painting software, then we improved them with an AI software, and then manually re-touched them again with a painting software.
That was an experimental approach. The entire game instead, has been fully manually designed, crafted and drawn by us. | K Storm Studio Ltd | - | Mar 18, 2026 | |
Legends of Dionysos Store/marketing art | I only used AI for the capsule image. | TheGamingVan | 13 | Mar 18, 2026 | |
The Little Brave In-game content audio | Using «text to speech» to voiceover background characters | Dmitrii Batov | 43 | Mar 18, 2026 | |
Shadow Strings In-game content audio | During the development phase, some placeholder voices and vocal prototypes are generated using AI tools. These are used solely for iteration, testing, and internal production workflows.
For the final release, all characters will be voiced by professional voice actors. | hybrisgames | - | Mar 18, 2026 | |
An Amazing Wizard Store/marketing art | A portion of the Steam community assets and marketing materials are generated using AI. | Tiny Goblins | 96 | Mar 18, 2026 | |
Source of Madness Live AI arttext | 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. | Carry Castle | 1.3k | Mar 18, 2026 | |
You Alone Can Defeat Evil In-game content art | Using generated images for the Steam store page icons | Edward Marchioni | - | Mar 18, 2026 |