We used AI to generate pre-rendered images for the in-game paintings, as well as the opening and ending cutscenes.
- Creator
- Cornfield Games
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,383 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
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We used AI to generate pre-rendered images for the in-game paintings, as well as the opening and ending cutscenes.
This game uses AI translation to support multiple languages.
The logo and music are generated by AI. I have the right to use them.
Only some character voices, radio tracks, and billboard advertisement textures were created using AI tools. The rest of the game's assets and models are sourced from artists and designers.
Character voices are AI generated.
AI has been used to help develop the game's cover art.
Placeholder art
some Audio and Graphics where created with the help of AI
In the game's marketing materials, artificial intelligence was used as a visual component.
As a Solo Developer, AI was used mostly for things that would otherwise take too much time or finance, such as: Voice Lines, SFX, and custom Images. AI type used: Voice Changers, Image Generators, and Audio Generators.
At SEGA Corporation, we utilize generative AI as a support tool for developers, aiming to provide better content to our users and enable developers to focus more on creative tasks. We have used such generative AI support tools during development of SEGA FOOTBALL CLUB CHAMPIONS.
During the development process, I may utilize procedural and AI-based tools to assist in the creation of certain content, including voiceover audio. In all cases, these tools are used as part of the creative process, and the final product reflects my artistic vision and expression as the developer. For example, I may use voice-changer tools or AI-assisted generation to create the voices of characters during in-game dialogues and cutscenes.
Our team utilizes various AI tools and techniques in our development pipeline to create minor 2D visual elements and some event-based cinematic content. These methods help us prototype certain non-core assets during our creative process.
Artificial intelligence support was used in the pictures that are not in the game, but only on the steam page.
For the demo of Rise of the Vanguard, we have used AI generation primarily to create temporary character voices. This decision was made due to the realities of being a single-developer studio with no funding or external support, and these AI-generated voices are intended only as a stopgap until we can secure funding and hire dedicated professional voice actors. Beyond this, our use of AI has been limited to standard development tooling, such as IDE line-completion features and AI-assisted debugging, which are customary in modern software development. We do not use AI for narrative design, worldbuilding, or core creative direction, and we strongly support creative professionals and the long-term importance of human-created art and performances.
We only used AI to expand our artworks.
It was applied in the creation of some meshes/3D models for specific characters or objects.
Only used in designing the background graphic of Steam card capsules
AI used for game logo and icon generation
The game uses sound recordings of the characters
AI has been used to help develop the game's cover art.
AI was used for voice acting.
This game uses AI-generated images and music to enhance the narrative experience.
AI has been used to help develop the game's cover art.
Generative AI was used to provide some image materials for the production of analog horror video assets.
AI was used exclusively for generating images of people in order to avoid using real individuals.
AI generates songs about the 2048 game.
The store capsule image for this game was created with the assistance of generative AI tools. This asset was pre-rendered during the development process and is static. No AI-generated content is used during live gameplay. All gameplay mechanics, story, and player interactions are hand-crafted by the development team. The AI tools used for the capsule image are commercially licensed, ensuring compliance with the platform's terms of service and intellectual property guidelines.
The generative artificial intelligence is used for some of the marketing materials and in-game voice lines.
We used artificial intelligence solely for the creation of the characters presented in the capsule. However, the game itself does not contain any generative AI.
In my game, the main character's voice is AI-generated, and I purchased Eleven Labs' starter pack for it, which gives me the rights for commercial use.
Sigma Squad uses generative artificial intelligence only for some promotional artwork (images only) featured on the Steam page.
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.
Cinematics
Some AI generated Audio
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!
The game uses AI to generate NPC chat responses. If the player so chooses, they can also use generative AI to create images to customize wearables (eg. T-Shirts, hoodies) and their personal environment (apartment wallpaper). The user always has a choice to use the image generated or decline it.
Voiced dialogue may use a Unity Store Asset for AI generated voices as placeholder dialogue for alpha/beta testing of the game and/or demo player testing version. Final launched game will NOT contain any AI generated content.
Some images have been rendered using AI, as well as some texts/translations
Store and library page illustration.
We have used generative AI to generate background music for some of our trailers, and for the train horn sound. Everything else has been created by ourselves or purchased from professional artists that, to our knowledge, have not used generative AI for the purchased works.
I used AI to create the preview image.
We use generative AI for some textures, models, and pre-translation for multilingual support.
We use AI to generate image materials such as in-game photos.
We used AI to create the language for the game's store page and some of the visual assets. Specifically, the library images were generated using AI tools to ensure a high-quality and polished presentation. We aimed to deliver visually appealing content that matches the style and atmosphere of the game.
Game Logo Hot Dog icon is created with the help of an AI.
The UnSeen logo is a photomontage from several AI-generated images
AI use only for in-game miniatures, no in-game content uses AI.
AI has been used to help develop the game's backgrounds as well as the game's cover art.
Steam capsule
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Lock. Stock. And Hungry Pumpkins. In-game content art | We used AI to generate pre-rendered images for the in-game paintings, as well as the opening and ending cutscenes. | Cornfield Games | - | Mar 18, 2026 | |
Himei Dam In-game content text | This game uses AI translation to support multiple languages. | Actor | 38 | Mar 18, 2026 | |
The Wandering Trader In-game content artaudio | The logo and music are generated by AI. I have the right to use them. | Eva Marbach | - | Mar 18, 2026 | |
Pionero Capital In-game content audioart | Only some character voices, radio tracks, and billboard advertisement textures were created using AI tools.
The rest of the game's assets and models are sourced from artists and designers. | Pionero Games | - | Mar 18, 2026 | |
Blackstar Ranger In-game content audio | Character voices are AI generated. | Vandal Gameworx | - | Mar 18, 2026 | |
Bike Park Simulator: BMX, Dirt Jump & MTB Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Cone Crushers: Autocross Unclear art | Placeholder art | MoosieStudios | - | Mar 18, 2026 | |
Yasuke Simulator In-game content artaudio | some Audio and Graphics where created with the help of AI | HistoryAccurateDevelopers | 1.9k | Mar 18, 2026 | |
Diddy Store/marketing art | In the game's marketing materials, artificial intelligence was used as a visual component. | GalaxyVerse | 23 | Mar 18, 2026 | |
Biohazard: Siberia In-game content audioart | As a Solo Developer, AI was used mostly for things that would otherwise take too much time or finance, such as: Voice Lines, SFX, and custom Images.
AI type used: Voice Changers, Image Generators, and Audio Generators. | Veilshift Games | - | Mar 18, 2026 | |
SEGA FOOTBALL CLUB CHAMPIONS Dev only | At SEGA Corporation, we utilize generative AI as a support tool for developers, aiming to provide better content to our users and enable developers to focus more on creative tasks.
We have used such generative AI support tools during development of SEGA FOOTBALL CLUB CHAMPIONS. | SEGA | 718 | Mar 18, 2026 | |
Echoes of Argora In-game content audio | During the development process, I may utilize procedural and AI-based tools to assist in the creation of certain content, including voiceover audio. In all cases, these tools are used as part of the creative process, and the final product reflects my artistic vision and expression as the developer. For example, I may use voice-changer tools or AI-assisted generation to create the voices of characters during in-game dialogues and cutscenes. | Emerald Studios Sweden | - | Mar 18, 2026 | |
Systemic War In-game content art | Our team utilizes various AI tools and techniques in our development pipeline to create minor 2D visual elements and some event-based cinematic content. These methods help us prototype certain non-core assets during our creative process. | Play of Battle SA | - | Mar 18, 2026 | |
The Lost Hunter In-game content art | Artificial intelligence support was used in the pictures that are not in the game, but only on the steam page. | BlackTab Games | - | Mar 18, 2026 | |
Rise of the Vanguard In-game content audio | For the demo of Rise of the Vanguard, we have used AI generation primarily to create temporary character voices. This decision was made due to the realities of being a single-developer studio with no funding or external support, and these AI-generated voices are intended only as a stopgap until we can secure funding and hire dedicated professional voice actors. Beyond this, our use of AI has been limited to standard development tooling, such as IDE line-completion features and AI-assisted debugging, which are customary in modern software development. We do not use AI for narrative design, worldbuilding, or core creative direction, and we strongly support creative professionals and the long-term importance of human-created art and performances. | Galactic Studio | - | Mar 18, 2026 | |
Dear Brother: Beware of the Witch In-game content art | We only used AI to expand our artworks. | Chapter3 | - | Mar 18, 2026 | |
Dead Sale In-game content art | It was applied in the creation of some meshes/3D models for specific characters or objects. | Keter studio | 20 | Mar 18, 2026 | |
IT Specialist Simulator Store/marketing art | Only used in designing the background graphic of Steam card capsules | Pixel Team RED | 396 | Mar 18, 2026 | |
Electronics Shop Simulator In-game content art | AI used for game logo and icon generation | Vio Games | - | Mar 18, 2026 | |
MosGhost audio | The game uses sound recordings of the characters | Sinka Games | 53 | Mar 18, 2026 | |
Infernal Chess 3D Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
IN THE FACADE WE TRUST™ In-game content audio | AI was used for voice acting. | svklmrt | 143 | Mar 18, 2026 | |
Simp: Leveling Up on a Dating App In-game content artaudiotext | This game uses AI-generated images and music to enhance the narrative experience. | ohkapi | 38 | Mar 18, 2026 | |
Speedboat Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | 10 | Mar 18, 2026 | |
无人 Dev only art | Generative AI was used to provide some image materials for the production of analog horror video assets. | HeavyLight Studio | 820 | Mar 18, 2026 | |
Parasomnia: No REM Store/marketing art | AI was used exclusively for generating images of people in order to avoid using real individuals. | BELS Games | - | Mar 18, 2026 | |
Active 2048 Body Control Store/marketing audio | AI generates songs about the 2048 game. | SeriousGames.LOL | - | Mar 18, 2026 | |
Quiet Soul In-game content art | The store capsule image for this game was created with the assistance of generative AI tools. This asset was pre-rendered during the development process and is static.
No AI-generated content is used during live gameplay. All gameplay mechanics, story, and player interactions are hand-crafted by the development team.
The AI tools used for the capsule image are commercially licensed, ensuring compliance with the platform's terms of service and intellectual property guidelines. | Nova Studios | - | Mar 18, 2026 | |
The Exit Project: Backstreets In-game content audioart | The generative artificial intelligence is used for some of the marketing materials and in-game voice lines. | NOSTRA.GAMES | - | Mar 18, 2026 | |
Store Empire Store/marketing art | We used artificial intelligence solely for the creation of the characters presented in the capsule. However, the game itself does not contain any generative AI. | MarotoPlay | - | Mar 18, 2026 | |
Cursed Hours In-game content audio | In my game, the main character's voice is AI-generated, and I purchased Eleven Labs' starter pack for it, which gives me the rights for commercial use. | Prathamesh Naik | - | Mar 18, 2026 | |
Sigma Squad Store/marketing art | Sigma Squad uses generative artificial intelligence only for some promotional artwork (images only) featured on the Steam page. | GBPLabs | - | 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 | |
The Final Exam art | Cinematics | Webcore Games | 526 | Mar 18, 2026 | |
Parking Attendant Simulator In-game content audio | Some AI generated Audio | Drakspire Interactive | - | 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 | |
Youniverse Live AI textart | The game uses AI to generate NPC chat responses. If the player so chooses, they can also use generative AI to create images to customize wearables (eg. T-Shirts, hoodies) and their personal environment (apartment wallpaper). The user always has a choice to use the image generated or decline it. | eSolved MSC Sdn. Bhd. | 23 | Mar 18, 2026 | |
Kaci Foxx Avenging Angel In-game content audio | Voiced dialogue may use a Unity Store Asset for AI generated voices as placeholder dialogue for alpha/beta testing of the game and/or demo player testing version. Final launched game will NOT contain any AI generated content. | KR Clark | - | Mar 18, 2026 | |
The veil of the forgotten In-game content arttext | Some images have been rendered using AI, as well as some texts/translations | Kyomu Games | - | Mar 18, 2026 | |
Zombiemachia Store/marketing art | Store and library page illustration. | Kornux Games | - | Mar 18, 2026 | |
Metrogether In-game content audio | We have used generative AI to generate background music for some of our trailers, and for the train horn sound.
Everything else has been created by ourselves or purchased from professional artists that, to our knowledge, have not used generative AI for the purchased works. | camelCase Games | 13 | Mar 18, 2026 | |
Banisher Store/marketing art | I used AI to create the preview image. | CreakGames | - | Mar 18, 2026 | |
虚衝 - Kyosho In-game content arttext | We use generative AI for some textures, models, and pre-translation for multilingual support. | むつむつプロジェクト(Mutsu'pro) | - | 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 | |
Greengrocer Simulator 2024 Store/marketing textart | We used AI to create the language for the game's store page and some of the visual assets. Specifically, the library images were generated using AI tools to ensure a high-quality and polished presentation. We aimed to deliver visually appealing content that matches the style and atmosphere of the game. | Seven&Seven Studios | 12 | Mar 18, 2026 | |
Hot Dog Simulator In-game content art | Game Logo Hot Dog icon is created with the help of an AI. | Han GAMES | - | Mar 18, 2026 | |
UnSeen Store/marketing art | The UnSeen logo is a photomontage from several AI-generated images | Tenebos | - | Mar 18, 2026 | |
Shadow's Descent Dev only art | AI use only for in-game miniatures, no in-game content uses AI. | Cornet Dev | - | Mar 18, 2026 | |
Sky Combat: WWII Warplane Races Store/marketing art | AI has been used to help develop the game's backgrounds as well as the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Bloody Bar Simulator Store/marketing art | Steam capsule | Red Jacket Games | - | Mar 18, 2026 |