Voice over
- Creator
- Rainer Zufall
- Reviews
- -
- Added
- Mar 18, 2026
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Voice over
The artwork is partly AI generated.
We used generative AI tools to assist with the initial translation of the game's text. However, all AI-generated content was subsequently reviewed, edited, and refined by the development team to ensure accuracy and quality.
Some of the textures used in this game are created with generative AI.
All faces that appear in the game were AI generated, except for the actors playing Jasper Holder, Adam Holder, Cheryl Holder, and Rory 'The Cleaner'. In addition, all voice performances in the game were modified with AI assistance to preserve the privacy of the original voice actors, except for the kitchen radio newsreader and all the live actors. Nothing else was created using AI.
A very small part of the environment textures is generated by AI.
Generative AI technology is used for character images.
I used generative AI as part of my process for creating images and text for monsters and NPCs. To do so, I have a proprietary way I generate and tune the prompt that feed the system, followed by multiple-post processing steps to generate the images and text you see in the game.
Optional voiceovers, localization, and minor 2D elements. Note: All core creative content—story, game & level design, original music, sounds, vfx, and 3D assets—WAS MADE by PROFESSIONAL HUMAN ARTISTS, whose work remains ESSENTIAL and irreplaceable in bringing any video game to life. Also, professional ITALIAN dub added to the game!
Most of the images and all of the music used is AI generated.
AI-generated images are used for cutscenes and items in the game
Drafts of screens were created using AI
In our game, AI is used to generate pre-rendered content, specifically for creating descriptive texts for in-game items. These AI-generated descriptions provide detailed explanations, lore, and attributes for various game elements such as weapons, potions, and resources. All AI-generated content is finalized and embedded into the game during development, ensuring that no dynamic AI processes are run during gameplay.
The game's soundtrack was created with the support of AI
We use AI to generate image materials such as in-game photos.
We used AI tools for the following elements in the game: - Translation of the experimental in-game languages - Some textures (primarily wall pictures and item icons) - Three sound effects Why We Used AI: We are two developers working with limited resources and without external funding or a publisher. All other assets including 3D models, other textures, sound design, rigging, animations, story, music, and programming, were created by us. Our goal was to achieve a distinct visual and atmospheric style that avoids both hand-painted aesthetics and asset flipping. Instead, we aimed for a more grounded, realistic look, and selectively used AI tools to support this vision.
Game Factory use AI to generate pre-rendered content for game, store page and marketing materials.
The backgrounds and figures were based on illustrations generated by AI tools and modified by the illustrator.
Two music tracks accompanying the in-game radio were created using generative AI.
Some background textures, video backgrounds, and video content assets include AI-generated materials (using OpenAI Sora).
Some character portraits and visual elements were created with the assistance of generative AI tools as part of the art production process. All assets were curated, edited, and integrated to maintain a consistent artistic direction. As the game continues development, certain visual elements may be refined or replaced. AI-assisted tools may also be used to support translations.
AI image generation has been used for character graphics, backgrounds, other objects, and UI elements. AI music generation has been partially used for the music.
The background scenery is made of real photos altered with the help of AI to translate the required atmosphere and plot elements.
Some pictures in the game are generated by AI.
AI made it possible to produce (2D) images during cutscenes. As well as certain vocal effects. For example to make slides telling the scenario. or for example the Hud.
We make icons, logos, images from ai.
The game’s text has been translated using automatic tools. Thank you for your understanding.
Character portraits, backgrounds, some in-game sprites, and parts of character dialogue were created using AI.
AI has been used for prototyping scripts in early stages of the demo, which are no longer in the final game. The entire localization has been done by hired native translators. There is not a single image generated with AI in the latest build of the game, every images have been commissioned.
AI was used in the process of creating the images used in the game. Each element generated by the neural network was carefully edited and refined by a 2D artist to ensure high quality content and a unified artistic style of in-game visual materials.
Artwork is AI generated.
Used to create visual assets for the game
Some AI generated images are used as placeholders and where it makes sense to utilize its weirdness like fake ads (filler images in world).
This game features open dialog, where players can talk freely with NPCs. The dialog for NPCs is prewritten in book-length stories per character - a language model is used to interpolate between these prewritten statements, and to smoothly and grammatically map prewritten text into the appropriate place in conversations.
All voices heard in the game are generated by ElevenLabs AI audio. ElevenLabs provides a platform for voice actors to earn revenue by sharing an AI model of their voice. All rights to use their voice are provided by the actor and have been attained for use in this game.
Part of the background content in the game is AI generated images, and most of the background images were generated using Midjourny.
Although the game's soundtrack was composed by artist Python Blue, some filler music was generated by AI to facilitate development work. The few dubbing voices present in the game were also generated by AI. The game was made almost single-handedly and on a shoestring budget, and the use of AI helped bring it to life and celebrate the series' 10th anniversary.
The art for the backgrounds were initially created by AI. I am in the process of converting all AI art into commissioned art. There are 5 AI art PNGs left. Soon they will all be replaced. A special thanks to all the support that makes buying commissioned art possible!
There are some ambient background textures that are generated with AI. And that is all.
Cover image was created with the help of AI
AI-generated materials are not used directly. of some of the character illustrations are used Posing, facial expressions, and composition of some character illustrations are used as references. I draw by hand while looking at the AI-generated materials.
This preview uses some AI generated images and music.
There are a handful of times we've used AI to create details in the background of some of our scenes, but this content is rare and often temporary. We also have an instance of AI generated music - we've got a silly ambient track that plays in the game's end-game-failure-state scene.
Morvyn Gutter utilizes AI technology for texture generation and music composition in certain parts of the game.
AI helped with capsule images and some textures.
Some in-game or store assets might be produced through processes involving the use of AI filters or AI generated elements merged with other sources. Whenever using a generative AI, we exclusively use private models trained with licensed sets of data.
AI generated music
AI used in creating the character and background illustrations for the game.
Generative AI was used for proofreading some in-game text.
All of the images in this game are generated by neural networks trained on images (aka “AI generated”). If you choose to boycott all AI generated material, please do not buy this game. If you are uncomfortable with the thought but are interested in my game, please read on. The aesthetic of this game had to come from the strange, uncanny look of AI. There is a heartlessness to the visuals that is intentional. I am not trying to copy the look of other artists. The only tool capable of producing the look I was going for was a malfunctioning AI. Ironically, I have had a number of people tell me that it looks much more realistic than standard AI. I am assuming this is because of how I tried to reproduce the look of old media. All images, aside from the title screen, credits and some of the video shot on camcorder were generated by AI prompts. It took several days of exploring before I began generating images that fit the aesthetic I was looking for. I have heard AI described as a slot machine, and I think the metaphor is somewhat accurate. I think of this as similar to indeterminacy in music. Using random number generators can produce interesting outputs, but you need to refine and direct the system to do so. I started my process in Midjourney. My ratio of usable images was around 100 to 1; for every 100 images I generated, I found one usable piece for the game. I created an automated process to transform these images to 16:9 widescreen in Photoshop Beta. Some of these images I touched up manually or regenerated sections of the image. There are some real images and hand painted imagery within the AI elements. Often, I would have to generate the sides of the image multiple times because photoshop didn’t generate what I needed. To those concerned about not paying artists: I understand this, but I want to be clear that this was not created to replace the work of artists, any more than the synthesized scores to horror films were about replacing orchestras. These are tools that do different things. Rather than some sort of lazy shortcut, the use of AI imagery is essential to the aesthetic and narrative of the Path of Veins.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Rainerles Abenteuer Unclear audio | Voice over | Rainer Zufall | - | Mar 18, 2026 | |
The Gate In-game content art | The artwork is partly AI generated. | Nexus Media | - | Mar 18, 2026 | |
Cold Bed on Route In-game content text | We used generative AI tools to assist with the initial translation of the game's text. However, all AI-generated content was subsequently reviewed, edited, and refined by the development team to ensure accuracy and quality. | Old Retina Museum | 40 | Mar 18, 2026 | |
From The Other Side In-game content art | Some of the textures used in this game are created with generative AI. | Vania Studios | 33 | Mar 18, 2026 | |
Ellingby House In-game content artaudio | All faces that appear in the game were AI generated, except for the actors playing Jasper Holder, Adam Holder, Cheryl Holder, and Rory 'The Cleaner'. In addition, all voice performances in the game were modified with AI assistance to preserve the privacy of the original voice actors, except for the kitchen radio newsreader and all the live actors. Nothing else was created using AI. | Jepfore Games Ltd. | 55 | Mar 18, 2026 | |
Aiphobia In-game content art | A very small part of the environment textures is generated by AI. | Andes Interactive | - | Mar 18, 2026 | |
Tokyo Girls Chronicle In-game content art | Generative AI technology is used for character images. | FUNAKI GAMES | - | Mar 18, 2026 | |
Adventure Time In-game content arttext | I used generative AI as part of my process for creating images and text for monsters and NPCs. To do so, I have a proprietary way I generate and tune the prompt that feed the system, followed by multiple-post processing steps to generate the images and text you see in the game. | SupaFloof Games | - | Mar 18, 2026 | |
The Empty Desk In-game content audiotextart | Optional voiceovers, localization, and minor 2D elements.
Note:
All core creative content—story, game & level design, original music, sounds, vfx, and 3D assets—WAS MADE by PROFESSIONAL HUMAN ARTISTS, whose work remains ESSENTIAL and irreplaceable in bringing any video game to life. Also, professional ITALIAN dub added to the game! | CheesecakeGames | - | Mar 18, 2026 | |
The Immemorial Order II Sisters of Darkness In-game content artaudio | Most of the images and all of the music used is AI generated. | Dan Gibson | 11 | Mar 18, 2026 | |
GhostlyRyokan In-game content art | AI-generated images are used for cutscenes and items in the game | Taiga | - | Mar 18, 2026 | |
Cloud Cats` Land Unclear art | Drafts of screens were created using AI | PurrMurrMeow Games | 44 | Mar 18, 2026 | |
Tutien Path In-game content text | In our game, AI is used to generate pre-rendered content, specifically for creating descriptive texts for in-game items. These AI-generated descriptions provide detailed explanations, lore, and attributes for various game elements such as weapons, potions, and resources. All AI-generated content is finalized and embedded into the game during development, ensuring that no dynamic AI processes are run during gameplay. | Truong Thanh Triet | 16 | Mar 18, 2026 | |
Somniora: Chapter 1 In-game content audio | The game's soundtrack was created with the support of AI | Glaskow Studios | - | Mar 18, 2026 | |
HAUNTED STREAMER In-game content art | We use AI to generate image materials such as in-game photos. | PrankMaker | - | Mar 18, 2026 | |
Care In-game content textartaudio | We used AI tools for the following elements in the game:
- Translation of the experimental in-game languages
- Some textures (primarily wall pictures and item icons)
- Three sound effects
Why We Used AI:
We are two developers working with limited resources and without external funding or a publisher.
All other assets including 3D models, other textures, sound design, rigging, animations, story, music, and programming, were created by us.
Our goal was to achieve a distinct visual and atmospheric style that avoids both hand-painted aesthetics and asset flipping. Instead, we aimed for a more grounded, realistic look, and selectively used AI tools to support this vision. | The Pocket Dimension | 65 | Mar 18, 2026 | |
Game Factory Store/marketing art | Game Factory use AI to generate pre-rendered content for game, store page and marketing materials. | MultimediaFi Limited | - | Mar 18, 2026 | |
Queen Ant Perfume -The Mad Love of Jack the Ripper- In-game content art | The backgrounds and figures were based on illustrations generated by AI tools and modified by the illustrator. | WabiSabi Project | - | Mar 18, 2026 | |
Blight Night In-game content audio | Two music tracks accompanying the in-game radio were created using generative AI. | Famous Games LLC | - | Mar 18, 2026 | |
LIMSCAPE In-game content art | Some background textures, video backgrounds, and video content assets include AI-generated materials (using OpenAI Sora). | SMOOTHEA | 158 | Mar 18, 2026 | |
Belatoris In-game content arttext | Some character portraits and visual elements were created with the assistance of generative AI tools as part of the art production process. All assets were curated, edited, and integrated to maintain a consistent artistic direction. As the game continues development, certain visual elements may be refined or replaced. AI-assisted tools may also be used to support translations. | Adrian Labudzki | - | Mar 18, 2026 | |
Bistro Brave In-game content artaudio | AI image generation has been used for character graphics, backgrounds, other objects, and UI elements.
AI music generation has been partially used for the music. | NRNR STUDIO | - | Mar 18, 2026 | |
Signed Mary In-game content art | The background scenery is made of real photos altered with the help of AI to translate the required atmosphere and plot elements. | Moț Andrei Laurențiu | 21 | Mar 18, 2026 | |
12 Hours In-game content art | Some pictures in the game are generated by AI. | Barley Entertainment | - | Mar 18, 2026 | |
AéroMultiverse In-game content artaudio | AI made it possible to produce (2D) images during cutscenes. As well as certain vocal effects. For example to make slides telling the scenario. or for example the Hud. | Alexandre Molina | 18 | Mar 18, 2026 | |
Junkyard Treasures Together In-game content art | We make icons, logos, images from ai. | OTTO Games | - | Mar 18, 2026 | |
The Sinking Forest - 沈んだ森 - In-game content text | The game’s text has been translated using automatic tools. Thank you for your understanding. | @TonyDevGame | 52 | Mar 18, 2026 | |
The Last Dig In-game content arttext | Character portraits, backgrounds, some in-game sprites, and parts of character dialogue were created using AI. | Chuckle Interactive | - | Mar 18, 2026 | |
Welcome to Doll Town text | AI has been used for prototyping scripts in early stages of the demo, which are no longer in the final game.
The entire localization has been done by hired native translators.
There is not a single image generated with AI in the latest build of the game, every images have been commissioned. | Bad Wish Games | 306 | Mar 18, 2026 | |
The Gods of the Red Planet In-game content art | AI was used in the process of creating the images used in the game. Each element generated by the neural network was carefully edited and refined by a 2D artist to ensure high quality content and a unified artistic style of in-game visual materials. | Aurora Way Studios | - | Mar 18, 2026 | |
Z Diaries Store/marketing art | Artwork is AI generated. | Nexus Media | - | Mar 18, 2026 | |
Echoes of Eldoria In-game content art | Used to create visual assets for the game | Joshua Shih | - | Mar 18, 2026 | |
Shadows Of Serenity In-game content art | Some AI generated images are used as placeholders and where it makes sense to utilize its weirdness like fake ads (filler images in world). | NoumeNoir Games | - | Mar 18, 2026 | |
Mens Rea Live AI text | This game features open dialog, where players can talk freely with NPCs. The dialog for NPCs is prewritten in book-length stories per character - a language model is used to interpolate between these prewritten statements, and to smoothly and grammatically map prewritten text into the appropriate place in conversations. | Mens Rea Developer | - | Mar 18, 2026 | |
Distant Trails In-game content audio | All voices heard in the game are generated by ElevenLabs AI audio.
ElevenLabs provides a platform for voice actors to earn revenue by sharing an AI model of their voice. All rights to use their voice are provided by the actor and have been attained for use in this game. | Two Acres Inc | - | Mar 18, 2026 | |
规则怪谈:欢迎来到森林马戏团 In-game content art | Part of the background content in the game is AI generated images, and most of the background images were generated using Midjourny. | 橙光游戏 | - | Mar 18, 2026 | |
Zly.ii: The Hacked Station In-game content audio | Although the game's soundtrack was composed by artist Python Blue, some filler music was generated by AI to facilitate development work. The few dubbing voices present in the game were also generated by AI. The game was made almost single-handedly and on a shoestring budget, and the use of AI helped bring it to life and celebrate the series' 10th anniversary. | Simon Says: Play! | - | Mar 18, 2026 | |
Our Ascent In-game content art | The art for the backgrounds were initially created by AI. I am in the process of converting all AI art into commissioned art. There are 5 AI art PNGs left. Soon they will all be replaced.
A special thanks to all the support that makes buying commissioned art possible! | Noobilator7 | 29 | Mar 18, 2026 | |
Oldest Golden Treasure In-game content art | There are some ambient background textures that are generated with AI. And that is all. | Vasil4N | - | Mar 18, 2026 | |
Friendly Sheeps: A Cozy Simulator Store/marketing art | Cover image was created with the help of AI | AGAMES | 19 | Mar 18, 2026 | |
月光のソードブレイカー ユリヒメ編 In-game content art | AI-generated materials are not used directly.
of some of the character illustrations are used
Posing, facial expressions, and composition of some character illustrations are used as references.
I draw by hand while looking at the AI-generated materials. | あいあんそぉど | - | Mar 18, 2026 | |
The Lighthouse In-game content artaudio | This preview uses some AI generated images and music. | InPlainSight | - | Mar 18, 2026 | |
Terrorbytes In-game content artaudio | There are a handful of times we've used AI to create details in the background of some of our scenes, but this content is rare and often temporary. We also have an instance of AI generated music - we've got a silly ambient track that plays in the game's end-game-failure-state scene. | Treetop | 47 | Mar 18, 2026 | |
Morvyn Gutter In-game content artaudio | Morvyn Gutter utilizes AI technology for texture generation and music composition in certain parts of the game. | LuN | 17 | Mar 18, 2026 | |
Leap of Sins In-game content art | AI helped with capsule images and some textures. | Floky | - | Mar 18, 2026 | |
Noir : Dead On Arrival Unclear art | Some in-game or store assets might be produced through processes involving the use of AI filters or AI generated elements merged with other sources. Whenever using a generative AI, we exclusively use private models trained with licensed sets of data. | AGORA:GAMEPLAY | - | Mar 18, 2026 | |
Being John Gogh In-game content audio | AI generated music | Procrast Games | - | Mar 18, 2026 | |
Noonna The Rock In-game content art | AI used in creating the character and background illustrations for the game. | KXMstudio | - | Mar 18, 2026 | |
紅茶とともに飲みこんで In-game content text | Generative AI was used for proofreading some in-game text. | 喫茶店Moonshot | - | Mar 18, 2026 | |
The Path of Veins In-game content art | All of the images in this game are generated by neural networks trained on images (aka “AI generated”). If you choose to boycott all AI generated material, please do not buy this game. If you are uncomfortable with the thought but are interested in my game, please read on.
The aesthetic of this game had to come from the strange, uncanny look of AI. There is a heartlessness to the visuals that is intentional. I am not trying to copy the look of other artists. The only tool capable of producing the look I was going for was a malfunctioning AI. Ironically, I have had a number of people tell me that it looks much more realistic than standard AI. I am assuming this is because of how I tried to reproduce the look of old media.
All images, aside from the title screen, credits and some of the video shot on camcorder were generated by AI prompts. It took several days of exploring before I began generating images that fit the aesthetic I was looking for. I have heard AI described as a slot machine, and I think the metaphor is somewhat accurate. I think of this as similar to indeterminacy in music. Using random number generators can produce interesting outputs, but you need to refine and direct the system to do so.
I started my process in Midjourney. My ratio of usable images was around 100 to 1; for every 100 images I generated, I found one usable piece for the game. I created an automated process to transform these images to 16:9 widescreen in Photoshop Beta. Some of these images I touched up manually or regenerated sections of the image. There are some real images and hand painted imagery within the AI elements. Often, I would have to generate the sides of the image multiple times because photoshop didn’t generate what I needed.
To those concerned about not paying artists: I understand this, but I want to be clear that this was not created to replace the work of artists, any more than the synthesized scores to horror films were about replacing orchestras. These are tools that do different things. Rather than some sort of lazy shortcut, the use of AI imagery is essential to the aesthetic and narrative of the Path of Veins. | Repairer of Reputations | - | Mar 18, 2026 |