Colors for my Illustrations: I'm daltonic, and colors are complicated. Music: no talent or money. Trailer: Backgrounds and hordes of zombies
- Creator
- Boxcutter L.A
- Reviews
- 15
- Added
- Mar 18, 2026
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Colors for my Illustrations: I'm daltonic, and colors are complicated. Music: no talent or money. Trailer: Backgrounds and hordes of zombies
In the game, AI tools were used to assist in completing the code and drawing work, and most of the content generated by AI was manually reworked in the later stage.
Translated from English with machine assistance.
Some of the game’s 2D artwork was created by feeding my original 3D models and hand drawn sketches to a generative model. I further edited and refined the output using digital painting to match the game’s style and maintain a cohesive visual identity.
AI tools wEre used only as support, similar to Photoshop, but all creative direction and final artwork are entirely original by Gbaroli.
We've used AI to generate icons for our power-ups. The translations may also be generated by AI in some instances.
I've used AI to generate some of the backgrounds. I've used AI for the voices.
AI was used for graphical inspiration as appropriate.
Generated music and some images.
The game’s music, graphics, 3D models, and translations are all produced using AI.
The soundtrack blends compositions generated with tools like Suno and hands-on sound design to reflect the meaning, feel, and emotions the game aims to transmit.
AI helped creating concept arts and marketing materials..
Our game was crafted by a small team of 2 passionate creators, and like many modern developers, we used AI tools to support (not replace) our creative process. Think of it like using Photoshop or a 3D engine: AI helped us brainstorm and experiment faster, but every asset in the game has been carefully edited, polished, and finalized by human hands. We believe in originality, quality, and creativity — and we’ve made sure everything in the game reflects that.
Music generated with Suno. Icons generated with KREA. Some 3D Models created with Tripo3D.
Partial character illustrations; Partial performance content;
The character voices and music used in the game were generated by ai.
AI was used to generate a small percentage of the graphics. AI was used to generate some of the sounds, specifically the voice overs for the levels.
Some in-game assets were created with AI-assisted tools during production, including UI icons, portions of the cinematic intro sequence. These assets were reworked by our team before shipping. No content is generated by AI during gameplay.
Generative AI was used for the creation of app store promotional material. AI was used to construct some 2d vector images in-game. Use of AI is limited to placeholder assets and will be replaced as the project is developed.
I use generative AI in Chaos Machina for the following: 1. Generating background for some promotional materials (example is Steam Capsule). 2. Grammar check of all written text. 3. Translation of Chaos Machina text to languages that are not English and Croatian.
The promotional image for the game, which is also used as the image for the 'play' button on both the home screen and character selection screen, was generated using AI along with some amount of human made alterations. In addition, the "Coming Soon" trailer on Steam features music that was generated using AI.
AI generated Songs /Music but with human Poetry
Background music was created using AI.
Some pictures on the storepage are ai generated
We use AI for capsule image and loading screens.
Currently the main menu screen (and main logo) uses images generated by AI. These are placeholders and will be replaced by real art soon.
Generative AI was used in the multilingual translation process.
We use text-generating AI for localization in this game.
AI-generated artwork was used during early development, primarily as temporary material while testing and building the game. Much of this artwork has already been replaced, both in the game and on the Steam page, with original work created by commissioned artists and by me. I will continue replacing remaining assets where bespoke artwork meaningfully improves the game, with a strong focus on ensuring that its characters, environments, key visuals, and overall artistic identity are shaped by original artist-created work.
In this game, artificial intelligence was used to generate the logo, background images, parts of the music, and voice output.
Due to budget constraints, the cover illustrations in the Story menu of the game are generated using AI, which will hardly have any substantial impact on the gameplay experience. Depending on future budget considerations, we will decide whether to hire an illustrator to redraw the illustrations. Some of the language translations in the game are done using AI. If you have any better localization suggestions, please feel free to contact me!
AI‑generated images were used in certain 2D and background image assets.
BGM is generated using AI
The character illustrations, and other UI materials displayed in the game are generated in advance by AI and are used in the game after being manually edited.
This game's development leveraged Gen-AI to sample in-game sprites for the player and enemy ships. These same sprites have been sent over to paid artists to create their own renditions of these sprites. All other assets such as music, sound effects, and steam page capsules were created by paid artists.
Event artwork. Character design
Due to budgetary restrictions (we are broke as hell) we have generated images for abilities and passives you can see in the game.
AI is used to assist in generation of textures for use within the game environment and as the basis for some of the character art, as well as used in assisting in creation of the game soundtrack.
Capsule images Ingame graphics Ingame texts
Use of AI-generated images to assist with marketing materials and textures.
AI was used to generate all 2d graphics seen in the game. Mostly UI elements and Logo's
Some textures were created using AI.
The visualisation of the characters for dialog portraits is accomplished with the help of AI generated imaging.
The program code was partly generated by GitHub Copilot.
The character illustrations, icons, weapon illustrations, and other UI materials displayed in the game are generated in advance by AI and are used in the game after being manually edited.
The game's intro video and ingame backgrounds were first created with 3D renders and then styled using Stable Diffusion. However, no images were created from scratch with ai. The resulting visuals were then cleaned up and refined using PixageFX and a pixel art editor. Additionally, a large portion of the character voiceovers were done using 'murf.ai' except 'Mike Jack'.
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.
Used for creating the game banner
We use AI for capsule image and loading screens.
The game uses generative AI to generate store page images for the game, as well as Steam community assets and marketing materials and parts of the game UI
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
QuackSquad Unclear art | Colors for my Illustrations: I'm daltonic, and colors are complicated.
Music: no talent or money.
Trailer: Backgrounds and hordes of zombies | Boxcutter L.A | 15 | Mar 18, 2026 | |
Addition Subtraction Multiplication Division Magician In-game content codeart | In the game, AI tools were used to assist in completing the code and drawing work, and most of the content generated by AI was manually reworked in the later stage. | 危途旅行团TravellersOnHazard | - | Mar 18, 2026 | |
AUDIOMECH Unclear | Translated from English with machine assistance. | Dylan Fitterer | - | Mar 18, 2026 | |
The Odyssey of Commander Cookie In-game content art | Some of the game’s 2D artwork was created by feeding my original 3D models and hand drawn sketches to a generative model. I further edited and refined the output using digital painting to match the game’s style and maintain a cohesive visual identity. | Nethro Interactive | - | Mar 18, 2026 | |
Shitty Game Dev only art | AI tools wEre used only as support, similar to Photoshop, but all creative direction and final artwork are entirely original by Gbaroli. | Gbaroli | - | Mar 18, 2026 | |
Still Space In-game content arttext | We've used AI to generate icons for our power-ups. The translations may also be generated by AI in some instances. | Sofa Interactive | 13 | Mar 18, 2026 | |
Ultimate Arcade Overdrive In-game content artaudio | I've used AI to generate some of the backgrounds.
I've used AI for the voices. | Comfort Zone Games | - | Mar 18, 2026 | |
Hero's Ignition Unclear art | AI was used for graphical inspiration as appropriate. | MocaJet | - | Mar 18, 2026 | |
Stratum Defence Team In-game content audioart | Generated music and some images. | Stratum Games | - | Mar 18, 2026 | |
一個普通的俯視角射擊遊戲 In-game content audioarttext | The game’s music, graphics, 3D models, and translations are all produced using AI. | Budai | - | Mar 18, 2026 | |
Arc’s Glitch Defender In-game content audio | The soundtrack blends compositions generated with tools like Suno and hands-on sound design to reflect the meaning, feel, and emotions the game aims to transmit. | Raivela Games | - | Mar 18, 2026 | |
Endless War In-game content art | AI helped creating concept arts and marketing materials.. | Lion Byte Games | - | Mar 18, 2026 | |
Monsters and Me In-game content art | Our game was crafted by a small team of 2 passionate creators, and like many modern developers, we used AI tools to support (not replace) our creative process.
Think of it like using Photoshop or a 3D engine: AI helped us brainstorm and experiment faster, but every asset in the game has been carefully edited, polished, and finalized by human hands.
We believe in originality, quality, and creativity — and we’ve made sure everything in the game reflects that. | GhettoCo | - | Mar 18, 2026 | |
Hellmarch In-game content audioart | Music generated with Suno.
Icons generated with KREA.
Some 3D Models created with Tripo3D. | Brighton Gardiner | - | Mar 18, 2026 | |
Cohen 1939 Unclear artaudio | Partial character illustrations;
Partial performance content; | Cube of Cube | - | Mar 18, 2026 | |
Heroes Unhinged In-game content audio | The character voices and music used in the game were generated by ai. | Peculiar Arts | - | Mar 18, 2026 | |
The B.L.O.O.M Initiative In-game content artaudio | AI was used to generate a small percentage of the graphics.
AI was used to generate some of the sounds, specifically the voice overs for the levels. | Trema-Coding | - | Mar 18, 2026 | |
Code of Shadows In-game content art | Some in-game assets were created with AI-assisted tools during
production, including UI icons, portions of the
cinematic intro sequence. These assets were
reworked by our team before shipping.
No content is generated by AI during gameplay. | TillBlack | - | Mar 18, 2026 | |
Forlorn Society In-game content art | Generative AI was used for the creation of app store promotional material. AI was used to construct some 2d vector images in-game. Use of AI is limited to placeholder assets and will be replaced as the project is developed. | Evil Software | - | Mar 18, 2026 | |
Chaos Machina In-game content text | I use generative AI in Chaos Machina for the following:
1. Generating background for some promotional materials (example is Steam Capsule).
2. Grammar check of all written text.
3. Translation of Chaos Machina text to languages that are not English and Croatian. | Marko Zovko | 12 | Mar 18, 2026 | |
Nine Minute Mayhem In-game content artaudio | The promotional image for the game, which is also used as the image for the 'play' button on both the home screen and character selection screen, was generated using AI along with some amount of human made alterations.
In addition, the "Coming Soon" trailer on Steam features music that was generated using AI. | Supercap Games LLC | - | Mar 18, 2026 | |
Symphorix In-game content audiotext | AI generated Songs /Music but with human Poetry | OnTriggerJoy | 11 | Mar 18, 2026 | |
Big Blind In-game content audio | Background music was created using AI. | SPADE ACE | 96 | Mar 18, 2026 | |
Tabletop Tumult Store/marketing art | Some pictures on the storepage are ai generated | Taibot | - | Mar 18, 2026 | |
Rogue Samurai: Prologue In-game content art | We use AI for capsule image and loading screens. | CO's Entertainment | 22 | 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 | |
LootMage In-game content text | Generative AI was used in the multilingual translation process. | CurlyMango | 13 | 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 | |
Under a Desert Sun: Seekers of the Cursed Vessel Dev only art | AI-generated artwork was used during early development, primarily as temporary material while testing and building the game.
Much of this artwork has already been replaced, both in the game and on the Steam page, with original work created by commissioned artists and by me. I will continue replacing remaining assets where bespoke artwork meaningfully improves the game, with a strong focus on ensuring that its characters, environments, key visuals, and overall artistic identity are shaped by original artist-created work. | Revolving Gear Studios | - | Mar 18, 2026 | |
Cybergrid: Beat Survivors In-game content artaudiotext | In this game, artificial intelligence was used to generate the logo, background images, parts of the music, and voice output. | Whitebeard Interactive | - | Mar 18, 2026 | |
Exo Wanderers In-game content arttext | Due to budget constraints, the cover illustrations in the Story menu of the game are generated using AI, which will hardly have any substantial impact on the gameplay experience. Depending on future budget considerations, we will decide whether to hire an illustrator to redraw the illustrations.
Some of the language translations in the game are done using AI. If you have any better localization suggestions, please feel free to contact me! | 什工坊SueStudio | 22 | Mar 18, 2026 | |
Gigantes Ex Machina | AI‑generated images were used in certain 2D and background image assets. | AcrylByte | 269 | Mar 18, 2026 | |
报答老板 In-game content audio | BGM is generated using AI | 小侠 | - | Mar 18, 2026 | |
Dead Beats Survivors In-game content art | The character illustrations, and other UI materials displayed in the game are generated in advance by AI and are used in the game after being manually edited. | 1st-impact co.,ltd. | - | Mar 18, 2026 | |
Sovereign Zero In-game content art | This game's development leveraged Gen-AI to sample in-game sprites for the player and enemy ships. These same sprites have been sent over to paid artists to create their own renditions of these sprites. All other assets such as music, sound effects, and steam page capsules were created by paid artists. | Catnip Arcade | - | Mar 18, 2026 | |
Artifact Seeker: Resurrection Unclear art | Event artwork.
Character design | Lynkpin Game | 670 | Mar 18, 2026 | |
Roguebound In-game content art | Due to budgetary restrictions (we are broke as hell) we have generated images for abilities and passives you can see in the game. | Duck Tape Games | - | Mar 18, 2026 | |
Reflex Unit : Strike Ops In-game content artaudio | AI is used to assist in generation of textures for use within the game environment and as the basis for some of the character art, as well as used in assisting in creation of the game soundtrack. | ROBOSARU Games | 55 | Mar 18, 2026 | |
Rebel!: Prologue In-game content arttext | Capsule images
Ingame graphics
Ingame texts | The Ministry of Propaganda | - | Mar 18, 2026 | |
KILLDOZER SIMULATOR In-game content art | Use of AI-generated images to assist with marketing materials and textures. | wildgoose | - | Mar 18, 2026 | |
Dead Red Bennie In-game content art | AI was used to generate all 2d graphics seen in the game. Mostly UI elements and Logo's | Amazing A Studios | - | Mar 18, 2026 | |
Outer Storms In-game content art | Some textures were created using AI. | Meltkey Gaming | - | 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 | |
Galaxy At War Dev only code | The program code was partly generated by GitHub Copilot. | Nicola Hahn | - | Mar 18, 2026 | |
DB²: Disco Boogie of the Dead Beats In-game content art | The character illustrations, icons, weapon illustrations, and other UI materials displayed in the game are generated in advance by AI and are used in the game after being manually edited. | 1st-impact co.,Ltd. | - | Mar 18, 2026 | |
Midnight Fury In-game content artaudio | The game's intro video and ingame backgrounds were first created with 3D renders and then styled using Stable Diffusion. However, no images were created from scratch with ai. The resulting visuals were then cleaned up and refined using PixageFX and a pixel art editor. Additionally, a large portion of the character voiceovers were done using 'murf.ai' except 'Mike Jack'. | LizardWish | 23 | Mar 18, 2026 | |
Veil of Shadows In-game content art | 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. | Imponix Game Studio | 14 | Mar 18, 2026 | |
Cyber Avenger Store/marketing art | Used for creating the game banner | Quacky Games | 138 | Mar 18, 2026 | |
Rogue Samurai Store/marketing art | We use AI for capsule image and loading screens. | CO's Entertainment | 60 | Mar 18, 2026 | |
Zombie Battlefield Survivors In-game content art | The game uses generative AI to generate store page images for the game, as well as Steam community assets and marketing materials and parts of the game UI | ZHANG FAN | - | Mar 18, 2026 |