I (solo dev) use generative AI tools to help develop some in game assets.
- Creator
- Splitter Studio
- Reviews
- -
- Added
- Sep 19, 2026
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I (solo dev) use generative AI tools to help develop some in game assets.
Generative AI tools were used during the development of LOCKDOWN to assist in the creation of some artwork and music featured in the game. All AI-assisted content was reviewed, selected, edited, and integrated by the development team. Generative AI is not used to generate content in real time during gameplay.
We want to be transparent about our use of AI. AI was used only as a supporting tool for selected textures and sounds. Due to our limited budget, it helped us create visual assets that would otherwise have been difficult to produce within our resources. We deeply respect the work of real artists. The game’s concept, creative direction, design, and programming were created entirely by humans. AI was used only as a supplementary tool in a limited part of the audio/visual production process.
I am a solo developer leveraging AI to improve my efficiency while moonlighting this project. Hence, many temporary AI-generated assets make their way into the game but I hope to replace over 90% of those with handcrafted assets over time.
AI was generally used in collaboration with human editing throughout most of the game. All released content was selected, edited and integrated by the developer. No content is generated during gameplay.
This game was built with the help of generative AI. All of its code, visuals, and music were created with the help of AI tools during development. Everything you see and hear in the game is pre-made; nothing is generated live while you play.
AI tools were used to assist in creating some store page artwork and for language translation. All content was reviewed by the developer. No AI was not used in any 3d or 2d assets or sounds in the game.
The game contains AI generated visuals, which will be removed through further development. Replacement of AI generated contents will be announced and after full replacement the Generative Artificial Intelligence notice in the store page will be removed together.
All core assets originate from the creativity of our human artists. The use of AI tools is strictly limited to assisting and refining the environmental background designs.
Generative AI was used to create cover textures for the game's fictional movies, games and VHS tapes, as well as some movie posters and video content. As a solo indie developer, I used these tools to make a cover library of this scale feasible.
Music and images created with AI assistance.
All fish models are fully human made in blender. Generative AI tools were used during development to create logic and some visual assets. These assets are included with the game as pre-generated content. The game does not use live generative AI during gameplay. Fish breeding combines existing parent textures locally through procedural image processing; it does not use an AI model or an external AI service.
This application's store page artwork (capsule images, banners) and the app icon were created using generative AI image tools, with the developer reviewing and curating the final assets. The application itself does not contain or generate any AI-generated visual content during runtime.
Some in-game art assets are AI-generated.
AI-generated images are used for the main menu background and loading screens. No other in-game content is AI-generated.
Some in-game art assets are AI-generated.
・Translated text in the following languages: English, French, German, Italian, Spanish, Chinese (Simplified), Chinese (Traditional), Korean, Russian ・Generation of title screen background images ・Generation of images for some module icons
Pre-generated content only. The game contains no runtime AI and makes no network calls. AI tools were used during development for: - 3D character model: generated with Meshy, then adjusted and integrated by the developer. - In-game illustrations: 17 tutorial cutscene images. - In-game text: quest titles and descriptions, character dialogue, tutorial explanations and UI status text. Drafted with an AI assistant, then reviewed and edited by the developer. - 16x16 pixel icons: generated procedurally from code. - Store page description and its English translation. Not AI generated: the room and environment art is a purchased Unity Asset Store package.
I used AI to help draft written text across the game: NPC dialogue and names, skill and talent descriptions, item and weapon flavor text, quest and lore text, and location names. I design the overall story beats and character interactions myself; AI helps draft the individual lines, especially useful since English isn't my first language. Everything shipped was reviewed by me, with many lines kept close to their original draft and others rewritten to better fit the game. All artwork, including the key art, logo, and icons, was made entirely by hand by a human illustrator. The world map was assembled by me using licensed 2D art assets.
Some of the in-game background images and the store Capsule image art assets in this game were created using pre-rendered generative AI tools. These assets were then reviewed, refined, and integrated by our development team to fit the game's artistic vision
AI tools were primarily used as assistance during the coding and development process. Additionally, AI was used to a very limited extent for a small number of 2D visual assets within the game.
Parts of this game's 2D artwork (event panels, backgrounds, UI elements) were created using generative AI tools and were then curated, corrected and finished by our artist. Some music and ambience tracks were produced with AI assistance and manually edited. Event texts were drafted with LLM assistance and fully reviewed, edited and approved by the developers. The game contains NO live/runtime AI generation: all content is pre-generated and human-reviewed before shipping. No third-party copyrighted material and no real persons' likenesses were used in prompts.
Some of the game's music and sound effects were created with the help of generative AI tools. Generative AI was also used to assist with in-game text and its translations into other languages. All AI-assisted content was produced during development and reviewed by the team. The game does not generate any content with AI during gameplay.
Generative AI was used during development to create selected 2D visual assets, including menu and loading-screen artwork, interface icons and patterns, and the game's wordmark. AI tools also assist with store-page writing. This content is prepared in advance; the game does not generate AI content or connect to an AI service during gameplay.
Using AI for localization translation
Generative AI was used to create some pre-generated artwork for in-game stamps and cards. No content is generated live during gameplay.
AI image generation was used to create the logo, library assets and achievement assets for the game.
Some artistic assets in this game (including scene materials, item icons, visual effects, etc.) are created with the assistance of generative AI technology. All AI-generated content has been manually screened, adjusted, and reviewed for compliance by the development team to meet relevant regulations and platform policies.
The game uses generative AI for some of the artwork on the Steam page and for certain audio content within the game.
Jump Bait was created using generative AI, including its code, visual assets, music, and written content. AI-generated content was created during development. The game does not generate AI content or connect to third-party AI services during gameplay.
We have used AI for generating the Achievement Icons and ingredients icons which were then edited to keep a consistent art style. AI mockups were used for inspiration along side many UI from different games. All UI graphics, logos and 3D models in game are either manually created, purchased or dowloaded from asset store.
Most of Stackade's code was written with generative AI coding tools, working to the developer's direction. Everything you see on the board is drawn by that code; the game contains no AI-generated images. The ten translations besides English were produced with AI. Parts of this store page, its marketing images and its trailer were also made with AI assistance. The sound effects and music are recordings made by people and are credited in the game. Nothing is generated by AI while you play, and the game never connects to an AI service.
Generative AI tools were used during development to assist with programming, debugging, and creating or refining some in-game assets.
The poster collectibles and a small number of icons in the game were generated with AI assistance
Gemini was used to create two backgrounds that I later blurred and two non-blurred backgrounds for the game's menus. I'm a one-person developer. That means I do everything; and some of it I'm just bad at. I use AI as a tool to cover the gaps: the tasks I hate, the stuff I'd waste hours on just to replace later. The tools don't make the art. Every idea and decision, everything that made it into this game came from me.
This game and store contains 2D artwork pieces created with the assistance of generative AI. These images are used as static artwork in story-driven cutscenes to help illustrate and convey the game's narrative. No AI-generated content is created during gameplay, all other game content was created without generative AI.
Some 3D character models and a few environment assets in this game were created with the help of generative AI tools, then manually edited, rigged and refined by the developer. Some promotional images were also produced with AI assistance. All AI-generated content was reviewed to ensure it does not infringe third-party rights.
Some visual game assets were created with the assistance of generative AI during development, including background images and artwork for the rocket and enemies. These assets were selected, adapted, and reviewed by the developer for use in the game. The game does not use generative AI to generate content during gameplay.
Some of the images on our store page were created by artificial intelligence and edits were made on the images. and some images in the game were made by artificial intelligence.
Some visual and audio assets were created with generative AI tools and then reviewed and edited by the developer: the city background scenes, the store trailers (including the animated cinematic and its character), the music tracks and ambient loops, and store/marketing images such as capsules and the icon. All gameplay, game design, code, UI, and text were written by the developer. No AI-generated content is created at runtime.
Some content was pre-generated with AI tools during development and reviewed by the developer before shipping: the store key art and capsule images, a number of surface textures used as decorative materials in the environments, and the narration, which is synthesized offline from the developer's original script with the Piper text-to-speech engine (a public-domain-derived voice). No content is generated by AI during gameplay, and the game does not connect to any external AI service. World layouts, equipment, mission logic, writing and code are project-authored.
Some artwork, character voice lines and store promotional assets were created with generative AI during development and are supplied as fixed, pre-generated content. The game does not generate AI content during play or connect to external AI services.
Generative AI tools assisted in creating pixel-art visuals, interface and narrative text, and Steam marketing artwork. This material is prepared in advance and integrated into the game and store page. The game does not generate content while running.
Helped create base assets from generative AI. Base assets are then edited, remixed, reworked or replaced to increase dev speed.
Some visual assets used in the game and/or its promotional materials were created with the assistance of generative AI tools and were reviewed and edited by the developer before use.
Generative AI was used during development to create officer portraits, illustrations, backgrounds and other graphical assets, translations, and background music. This content was generated in advance; no AI content is generated during gameplay.
Generative AI tools were used during development. Some 3D models of characters and environments, some pre-rendered cutscenes, the main theme song, marketing videos and the translations were created with the help of AI tools, then edited and assembled by the developer. Gameplay design, code and in-game animations were made by the developer. No content is generated by AI during gameplay.
Some of the game's artwork — item and skill icons, character portraits, and the store capsule illustrations — was created with the help of generative AI tools, then reviewed, selected, and edited by hand. Localization drafts were machine-translated and then reviewed and corrected. No AI content is generated while you play: all content ships with the game.
Diplomacy, or Else! was built with AI-assisted development. Generative AI was used, under the developer's direction and review, for game code and for writing text: interface strings, the in-game diplomacy word tables, achievement names and descriptions, and this store page, including their German, Spanish, Brazilian Portuguese and Ukrainian translations. The soundtrack was produced with an AI music tool and edited by the developer. Artwork, icons, the trailer and sound effects were made without generative AI. The game does not generate content during play and does not connect to any AI service.
Generative AI tools were used during development to create and revise pre-generated illustrations, narrative text, localization and promotional artwork. Content is prepared before play; the game does not generate AI content at runtime or connect to an external AI service during play.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Commander, Millions of Undead Are Heading Our Way In-game content art | I (solo dev) use generative AI tools to help develop some in game assets. | Splitter Studio | - | Sep 19, 2026 | |
LOCKDOWN In-game content artaudio | Generative AI tools were used during the development of LOCKDOWN to assist in the creation of some artwork and music featured in the game. All AI-assisted content was reviewed, selected, edited, and integrated by the development team. Generative AI is not used to generate content in real time during gameplay. | M1G GAMES STUDIOS | - | Sep 19, 2026 | |
Game Keeper: Somebody Messed Up My Shop! In-game content artaudio | We want to be transparent about our use of AI.
AI was used only as a supporting tool for selected textures and sounds. Due to our limited budget, it helped us create visual assets that would otherwise have been difficult to produce within our resources.
We deeply respect the work of real artists. The game’s concept, creative direction, design, and programming were created entirely by humans. AI was used only as a supplementary tool in a limited part of the audio/visual production process. | VeinStudios | - | Sep 19, 2026 | |
Aubelys In-game content artaudiocodetext | I am a solo developer leveraging AI to improve my efficiency while moonlighting this project. Hence, many temporary AI-generated assets make their way into the game but I hope to replace over 90% of those with handcrafted assets over time. | Doom | - | Sep 19, 2026 | |
Daily Bagholder: Stock Market Simulator In-game content arttextaudio | AI was generally used in collaboration with human editing throughout most of the game. All released content was selected, edited and integrated by the developer. No content is generated during gameplay. | CyberInu4200 | - | Sep 19, 2026 | |
Football Scout Simulator In-game content artaudiocode | This game was built with the help of generative AI. All of its code, visuals, and music were created with the help of AI tools during development. Everything you see and hear in the game is pre-made; nothing is generated live while you play. | JK NOVA | - | Sep 19, 2026 | |
YBR-You Break Rock In-game content arttext | AI tools were used to assist in creating some store page artwork and for language translation. All content was reviewed by the developer.
No AI was not used in any 3d or 2d assets or sounds in the game. | Lemon games | - | Sep 19, 2026 | |
Rise From Ashes In-game content art | The game contains AI generated visuals, which will be removed through further development. Replacement of AI generated contents will be announced and after full replacement the Generative Artificial Intelligence notice in the store page will be removed together. | Luminark Studio | - | Sep 19, 2026 | |
Treeworld: Sky Haven In-game content art | All core assets originate from the creativity of our human artists. The use of AI tools is strictly limited to assisting and refining the environmental background designs. | tree | - | Sep 19, 2026 | |
Video Store Chaos In-game content art | Generative AI was used to create cover textures for the game's fictional movies, games and VHS tapes, as well as some movie posters and video content. As a solo indie developer, I used these tools to make a cover library of this scale feasible. | neovio | - | Sep 19, 2026 | |
Return to the Jianghu In-game content artaudio | Music and images created with AI assistance. | Onshore Studio | - | Sep 19, 2026 | |
ChillTank In-game content artcode | All fish models are fully human made in blender.
Generative AI tools were used during development to create logic and some visual assets. These assets are included with the game as pre-generated content.
The game does not use live generative AI during gameplay. Fish breeding combines existing parent textures locally through procedural image processing; it does not use an AI model or an external AI service. | Chillwatch | - | Sep 19, 2026 | |
Burn-in Aqua In-game content art | This application's store page artwork (capsule images, banners) and the app icon were created using generative AI image tools, with the developer reviewing and curating the final assets. The application itself does not contain or generate any AI-generated visual content during runtime. | Gregresoft | - | Sep 19, 2026 | |
モンテ・クリスト:復讐 In-game content art | Some in-game art assets are AI-generated. | WAWE | - | Sep 19, 2026 | |
Dude, Trust Me In-game content art | AI-generated images are used for the main menu background and loading screens. No other in-game content is AI-generated. | Sefik Studios | - | Sep 19, 2026 | |
満映物語 In-game content art | Some in-game art assets are AI-generated. | WAWE | - | Sep 19, 2026 | |
STEEL VANGUARD:Project ARES In-game content arttext | ・Translated text in the following languages:
English, French, German, Italian, Spanish, Chinese (Simplified), Chinese (Traditional), Korean, Russian
・Generation of title screen background images
・Generation of images for some module icons | GZOE Inc. | - | Sep 19, 2026 | |
Chill Gyaru In-game content arttext | Pre-generated content only. The game contains no runtime AI and makes no
network calls.
AI tools were used during development for:
- 3D character model: generated with Meshy, then adjusted and integrated
by the developer.
- In-game illustrations: 17 tutorial cutscene images.
- In-game text: quest titles and descriptions, character dialogue, tutorial
explanations and UI status text. Drafted with an AI assistant, then
reviewed and edited by the developer.
- 16x16 pixel icons: generated procedurally from code.
- Store page description and its English translation.
Not AI generated: the room and environment art is a purchased Unity Asset
Store package. | DeepXRLab Inc | - | Sep 19, 2026 | |
The Last Contract In-game content text | I used AI to help draft written text across the game: NPC dialogue and names, skill and talent descriptions, item and weapon flavor text, quest and lore text, and location names. I design the overall story beats and character interactions myself; AI helps draft the individual lines, especially useful since English isn't my first language. Everything shipped was reviewed by me, with many lines kept close to their original draft and others rewritten to better fit the game. All artwork, including the key art, logo, and icons, was made entirely by hand by a human illustrator. The world map was assembled by me using licensed 2D art assets. | Wrights Games | - | Sep 19, 2026 | |
星月大陆:放置帝国 In-game content art | Some of the in-game background images and the store Capsule image art assets in this game were created using pre-rendered generative AI tools. These assets were then reviewed, refined, and integrated by our development team to fit the game's artistic vision | yeshaojia | - | Sep 19, 2026 | |
Back To School In-game content artcode | AI tools were primarily used as assistance during the coding and development process. Additionally, AI was used to a very limited extent for a small number of 2D visual assets within the game. | Zozy Game Studio | - | Sep 19, 2026 | |
ODYSSEY: Wine-Dark Sea In-game content artaudiotext | Parts of this game's 2D artwork (event panels, backgrounds, UI elements) were created using generative AI tools and were then curated, corrected and finished by our artist. Some music and ambience tracks were produced with AI assistance and manually edited. Event texts were drafted with LLM assistance and fully reviewed, edited and approved by the developers. The game contains NO live/runtime AI generation: all content is pre-generated and human-reviewed before shipping. No third-party copyrighted material and no real persons' likenesses were used in prompts. | BAF Games | - | Sep 19, 2026 | |
LUPKAR - World of Billiards In-game content audiotext | Some of the game's music and sound effects were created with the help of generative AI tools. Generative AI was also used to assist with in-game text and its translations into other languages. All AI-assisted content was produced during development and reviewed by the team. The game does not generate any content with AI during gameplay. | New Emotion Game | - | Sep 19, 2026 | |
Aqua Luna In-game content arttext | Generative AI was used during development to create selected 2D visual assets, including menu and loading-screen artwork, interface icons and patterns, and the game's wordmark. AI tools also assist with store-page writing. This content is prepared in advance; the game does not generate AI content or connect to an AI service during gameplay. | Aeternums Labs Games | - | Sep 19, 2026 | |
聊斋恋:婴宁 In-game content text | Using AI for localization translation | 夜火游戏(Night Fire Game) | - | Sep 19, 2026 | |
Hell Rush :Cryptfal In-game content art | Generative AI was used to create some pre-generated artwork for in-game stamps and cards. No content is generated live during gameplay. | INFINITE STORM | - | Sep 19, 2026 | |
Xenmega In-game content art | AI image generation was used to create the logo, library assets and achievement assets for the game. | iMWCode Gaming | - | Sep 19, 2026 | |
MarbleGo In-game content art | Some artistic assets in this game (including scene materials, item icons, visual effects, etc.) are created with the assistance of generative AI technology. All AI-generated content has been manually screened, adjusted, and reviewed for compliance by the development team to meet relevant regulations and platform policies. | FF | - | Sep 19, 2026 | |
Project Remnant In-game content artaudio | The game uses generative AI for some of the artwork on the Steam page and for certain audio content within the game. | Retro Head Game Studio | - | Sep 19, 2026 | |
Jump Bait In-game content artaudiotextcode | Jump Bait was created using generative AI, including its code, visual assets, music, and written content. AI-generated content was created during development. The game does not generate AI content or connect to third-party AI services during gameplay. | Tim Anderson | - | Sep 19, 2026 | |
Cats and Sushi In-game content art | We have used AI for generating the Achievement Icons and ingredients icons which were then edited to keep a consistent art style. AI mockups were used for inspiration along side many UI from different games. All UI graphics, logos and 3D models in game are either manually created, purchased or dowloaded from asset store. | GameGameGames | - | Sep 19, 2026 | |
Stackade In-game content codetext | Most of Stackade's code was written with generative AI coding tools, working to the developer's direction. Everything you see on the board is drawn by that code; the game contains no AI-generated images. The ten translations besides English were produced with AI. Parts of this store page, its marketing images and its trailer were also made with AI assistance. The sound effects and music are recordings made by people and are credited in the game. Nothing is generated by AI while you play, and the game never connects to an AI service. | Game Bistro | - | Sep 19, 2026 | |
Pocket Parade In-game content artcode | Generative AI tools were used during development to assist with programming, debugging, and creating or refining some in-game assets. | Digital Mishappp | - | Sep 19, 2026 | |
购物车管理员 In-game content art | The poster collectibles and a small number of icons in the game were generated with AI assistance | Jack Li | - | Sep 19, 2026 | |
Puzzle Arcade Pals In-game content art | Gemini was used to create two backgrounds that I later blurred and two non-blurred backgrounds for the game's menus.
I'm a one-person developer. That means I do everything; and some of it I'm just bad at. I use AI as a tool to cover the gaps: the tasks I hate, the stuff I'd waste hours on just to replace later. The tools don't make the art. Every idea and decision, everything that made it into this game came from me. | ERMedia | - | Sep 19, 2026 | |
Legend of the Crystal Skulls In-game content art | This game and store contains 2D artwork pieces created with the assistance of generative AI. These images are used as static artwork in story-driven cutscenes to help illustrate and convey the game's narrative.
No AI-generated content is created during gameplay, all other game content was created without generative AI. | Oddisee Games | - | Sep 18, 2026 | |
Merkalis: Conquest In-game content art | Some 3D character models and a few environment assets in this game were created with the help of generative AI tools, then manually edited, rigged and refined by the developer. Some promotional images were also produced with AI assistance. All AI-generated content was reviewed to ensure it does not infringe third-party rights. | Hexagon Games | - | Sep 18, 2026 | |
Lyra Quinn - Black Hole In-game content art | Some visual game assets were created with the assistance of generative AI during development, including background images and artwork for the rocket and enemies. These assets were selected, adapted, and reviewed by the developer for use in the game. The game does not use generative AI to generate content during gameplay. | Raphael Krumm | - | Sep 18, 2026 | |
Sort Them Cats In-game content art | Some of the images on our store page were created by artificial intelligence and edits were made on the images. and some images in the game were made by artificial intelligence. | Deneysel Games | - | Sep 18, 2026 | |
Open Late In-game content artaudio | Some visual and audio assets were created with generative AI tools and then reviewed and edited by the developer: the city background scenes, the store trailers (including the animated cinematic and its character), the music tracks and ambient loops, and store/marketing images such as capsules and the icon. All gameplay, game design, code, UI, and text were written by the developer. No AI-generated content is created at runtime. | Legion Forge | - | Sep 18, 2026 | |
Hazard Ready In-game content artaudio | Some content was pre-generated with AI tools during development and reviewed by the developer before shipping: the store key art and capsule images, a number of surface textures used as decorative materials in the environments, and the narration, which is synthesized offline from the developer's original script with the Piper text-to-speech engine (a public-domain-derived voice). No content is generated by AI during gameplay, and the game does not connect to any external AI service. World layouts, equipment, mission logic, writing and code are project-authored. | Austin Peterson | - | Sep 18, 2026 | |
套圈圈模拟器 In-game content artaudio | Some artwork, character voice lines and store promotional assets were created with generative AI during development and are supplied as fixed, pre-generated content. The game does not generate AI content during play or connect to external AI services. | shanjianyeren | - | Sep 18, 2026 | |
Cinderbound In-game content arttext | Generative AI tools assisted in creating pixel-art visuals, interface and narrative text, and Steam marketing artwork. This material is prepared in advance and integrated into the game and store page. The game does not generate content while running. | WackyJacky101 | - | Sep 18, 2026 | |
Rollamon In-game content art | Helped create base assets from generative AI.
Base assets are then edited, remixed, reworked or replaced to increase dev speed. | Happy Horns | - | Sep 18, 2026 | |
Shopping Center Simulator In-game content art | Some visual assets used in the game and/or its promotional materials were created with the assistance of generative AI tools and were reviewed and edited by the developer before use. | Quikgames | - | Sep 18, 2026 | |
대국삼국지 In-game content arttextaudio | Generative AI was used during development to create officer portraits, illustrations, backgrounds and other graphical assets, translations, and background music. This content was generated in advance; no AI content is generated during gameplay. | TEVROK | - | Sep 18, 2026 | |
Cow's Heart In-game content artaudiotext | Generative AI tools were used during development. Some 3D models of characters and environments, some pre-rendered cutscenes, the main theme song, marketing videos and the translations were created with the help of AI tools, then edited and assembled by the developer. Gameplay design, code and in-game animations were made by the developer. No content is generated by AI during gameplay. | Chuongcc | - | Sep 18, 2026 | |
Domebreak In-game content arttext | Some of the game's artwork — item and skill icons, character portraits, and the store capsule illustrations — was created with the help of generative AI tools, then reviewed, selected, and edited by hand. Localization drafts were machine-translated and then reviewed and corrected. No AI content is generated while you play: all content ships with the game. | Second Player Studio | - | Sep 18, 2026 | |
Diplomacy, or Else! In-game content textcodeaudio | Diplomacy, or Else! was built with AI-assisted development. Generative AI was used, under the developer's direction and review, for game code and for writing text: interface strings, the in-game diplomacy word tables, achievement names and descriptions, and this store page, including their German, Spanish, Brazilian Portuguese and Ukrainian translations. The soundtrack was produced with an AI music tool and edited by the developer. Artwork, icons, the trailer and sound effects were made without generative AI. The game does not generate content during play and does not connect to any AI service. | Noxflare | - | Sep 18, 2026 | |
El Mequetrefe In-game content arttext | Generative AI tools were used during development to create and revise pre-generated illustrations, narrative text, localization and promotional artwork. Content is prepared before play; the game does not generate AI content at runtime or connect to an external AI service during play. | Pudim Studios | - | Sep 18, 2026 |