AI has been used to help develop the game's cover art.
- Creator
- Hard Shark Games
- Reviews
- -
- Added
- Mar 18, 2026
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AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
Some of the 2D sprite assets and promotional images (such as the store capsule artwork) were partially generated using AI tools. These AI outputs served as a foundation and were further edited and refined by the artists to ensure quality, consistency, and originality. No AI-generated content is created during gameplay, and AI was only one step in a multi-stage creative process.
This game uses AI-generated content for the BGM and some in-game images (e.g., food and animal images).
Some sound effects were generated using ElevenLabs AI tools during development. No AI is used during gameplay. I definitely would replace them with custom sound design in future updates if my finances allow it.
Some content was created using AI.
marketing, promo videos/pictures
We used a few pre-rendered images as internal references for proportions and framing. However, all-ingame visuals are original pixel art creations with our palettes, handcrafted by our team to ensure consistency and authenticity.
We used AI tools behind the scenes to make the game more vibrant, varied and polished. AI helped us brainstorm and sketch dozens of unique sea creatures and environments, generate high-quality textures and animations faster, and even suggest balanced enemy behaviors so each battle feels fair and fun. Thanks to AI assistance, our team could focus on crafting the best gameplay moments—AI simply sped up routine tasks, letting us fill the world with more creativity and detail.
Some menu images, the game’s logo, and certain sprites were created using AI tools and edited manually. No AI content is generated during gameplay.
Translated from English with machine assistance.
Some textures are made with AI. Text translations are made with AI. Code is written with AI.
Some visual assets on this page as well as in-game content include pre-rendered imagery generated with the assistance of artificial intelligence. These images are used for illustrations only. This game does not contain any AI live-generated content nor code.
AI was used to generate some short in-game jingles. All other music was composed by the developer.
During the development of LOOPINITY: Break the Circle, artificial intelligence (AI) technologies were used to create concept art and finished sprites for some of the game's characters.
The images used for the header, store, library, and those related to logos and marketing were created with generative artificial intelligence.
Artificial Intelligence was used to create the content of the game page in the store, and specifically to create images and logos of the library
AI has been used in this product for rendering certain graphical assets and writing gameplay code/narrative elements.
AI has been used to generate the character images displayed on the targets in-game.
LLM was used when writing the code and translating the game.
Used to generate assets for marketing material.
We use AI-generated content for in-game background images, marketing materials, and 2D assets.
The game's music and sound effects were created using artificial intelligence.
As a one-person indie dev on a small island, with a clear idea, some programming skillz, minimal artistic talent, and practically zero funding, using AI has helped me actually to finish developing Lightyears of Fervent Warfare. I started developing LoFW during COVID-19, when I began learning game development as a hobby during Seychelles' lockdown. I had coded my MSc project in C# and was able to code everything by hand. I was even able to design the pixel graphics on my own. Then COVID-19 ended, life continued, and LoFW was left in the dust. This year, I experimented with the Cursor and Midjourney AIs and discovered that I could leverage them to continue developing my game part-time. Using Cursor to modify my existing code and generate new code via vibe coding helped me implement features quickly. This gave me the time to focus on the actual game design, the feature set, and testing. And while I still work on most of the pixel graphics by hand, using Midjourney to generate more complex graphics has helped me save time and resources that I don't yet have. Sure, using AI still takes time; I can be pedantic and tend to modify and optimise everything manually. Chastising AIs, reviewing code, and doing manual edits to the graphics are now part of my workflow. AI shenanigans notwithstanding, I do hope that you'll support my game!
Used AI to generate text in different languages
The game contains 60+ unique pre-rendered team logos that were AI generated to maintain a consistent look for our leagues debut.
AI was used to translate the store page into different languages
AI was used to generate some provisional 2D assets that will be replaced by artwork created by our team as soon as possible.
Various AI assisted content may be included such as music and graphical assets
No AI has been used to generate game art or code. Some marketing materials use generated textures.
AI was use to generate code and for general help. A machine learning model is used to detect squats in game.
This game is the result of individual development. AI was used as a supportive tool for brainstorming, as well as for experimentation in programming, graphics, and music. No AI-generated content was included in the game without modification: every element was revised, edited, and manually refined for the final version.
AI was used to help clean up logos and descriptions.
All the backgrounds music are made by AI.
Our game does not use AI in gameplay. AI is only used for marketing materials.
As a solo developer, I use AI selectively to speed up my workflow, not to replace creativity, but to support it. For example, I may use AI to assist with generating or processing certain audio files, which are then carefully edited and curated before being included in the game. No 3D assets AI-generated. I believe in using AI as a tool to enhance development, not automate it, and I strive to be transparent about its use.
In Banana of Doom, AI takes the cards you play, pits them against each other, and generates funny, creative text reasons for the outcome then reveals them to the player
AI was used in the creation of 2D artwork, as well as music and sound effects in the game.
Images generated using generative AI are used in the game and on the store page.
I used AI to write me descriptions about my game. I gave it details about my game, and told it to write me a desciprtion.
Some UI images were generated with AI tools
AI generated music AI generated cutscene pictures Some AI generated icons
The game's background music was generated using AI
AI tools were used during development for prototyping, text correction, and translation support. No AI-generated images or assets are present in the final game or on the store page. All visual and gameplay content is original and created by the developer.
I received help from AI only for some of the images on perk icons due to my art skills not being sufficient.
I just made two paintings for the left wall of the hub world because I wanted to make something pretty myself but didn't have the artistic skills to draw it, although insignificant, I chose to check this box to avoid any problems.
AI has been used to streamline coding and development.
No art, code or anything related to the game has used generative AI. If AI was used at all, it was to optimize repetitive tasks.
I use AI-driven tools to generate visual content, music, and 3D models.
AI used to create graphics in store
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Buggy Racing Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Bike Stunts Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Turbo Carnage In-game content art | Some of the 2D sprite assets and promotional images (such as the store capsule artwork) were partially generated using AI tools. These AI outputs served as a foundation and were further edited and refined by the artists to ensure quality, consistency, and originality. No AI-generated content is created during gameplay, and AI was only one step in a multi-stage creative process. | Haylaz Games | - | Mar 18, 2026 | |
Fitforce2 In-game content audioart | This game uses AI-generated content for the BGM and some in-game images (e.g., food and animal images). | Runnex Technology | - | Mar 18, 2026 | |
Five Stars In-game content audio | Some sound effects were generated using ElevenLabs AI tools during development. No AI is used during gameplay.
I definitely would replace them with custom sound design in future updates if my finances allow it. | N.R. | - | Mar 18, 2026 | |
A Ball id Unclear | Some content was created using AI. | jun | - | Mar 18, 2026 | |
Find Me In-game content art | marketing, promo videos/pictures | Ludmila Pislova | - | Mar 18, 2026 | |
1964 Operation Velvet Twins In-game content art | We used a few pre-rendered images as internal references for proportions and framing. However, all-ingame visuals are original pixel art creations with our palettes, handcrafted by our team to ensure consistency and authenticity. | SEEP | - | Mar 18, 2026 | |
Little island In-game content arttext | We used AI tools behind the scenes to make the game more vibrant, varied and polished. AI helped us brainstorm and sketch dozens of unique sea creatures and environments, generate high-quality textures and animations faster, and even suggest balanced enemy behaviors so each battle feels fair and fun. Thanks to AI assistance, our team could focus on crafting the best gameplay moments—AI simply sped up routine tasks, letting us fill the world with more creativity and detail. | Fantasy Vortex | - | Mar 18, 2026 | |
Infestation on Epsilon 13 In-game content art | Some menu images, the game’s logo, and certain sprites were created using AI tools and edited manually. No AI content is generated during gameplay. | Xayba | - | Mar 18, 2026 | |
AUDIOMECH Unclear | Translated from English with machine assistance. | Dylan Fitterer | - | Mar 18, 2026 | |
The Joy of Mining In-game content arttextcode | Some textures are made with AI.
Text translations are made with AI.
Code is written with AI. | spielepk | - | Mar 18, 2026 | |
VR Blasteroids In-game content art | Some visual assets on this page as well as in-game content include pre-rendered imagery generated with the assistance of artificial intelligence. These images are used for illustrations only. This game does not contain any AI live-generated content nor code. | IGA Flux LLC | - | Mar 18, 2026 | |
Yankee Rabbits In-game content audio | AI was used to generate some short in-game jingles. All other music was composed by the developer. | Yajueko | - | Mar 18, 2026 | |
LOOPINITY: Break the Cycle In-game content art | During the development of LOOPINITY: Break the Circle, artificial intelligence (AI) technologies were used to create concept art and finished sprites for some of the game's characters. | Mynlex | - | Mar 18, 2026 | |
Sphereverse Store/marketing art | The images used for the header, store, library, and those related to logos and marketing were created with generative artificial intelligence. | Sergio Jiménez | - | Mar 18, 2026 | |
Pharaoh's Leap Store/marketing art | Artificial Intelligence was used to create the content of the game page in the store, and specifically to create images and logos of the library | Gamesforgames | 14 | Mar 18, 2026 | |
Stars of Strife In-game content arttextcode | AI has been used in this product for rendering certain graphical assets and writing gameplay code/narrative elements. | Sicur54 | - | Mar 18, 2026 | |
Live Fire Exercise In-game content art | AI has been used to generate the character images displayed on the targets in-game. | Decdot | - | Mar 18, 2026 | |
MAID MOVING BOXES In-game content codetext | LLM was used when writing the code and translating the game. | Partaevil | 194 | Mar 18, 2026 | |
CRACKED Store/marketing art | Used to generate assets for marketing material. | PurrNet | 259 | Mar 18, 2026 | |
Glitchfall In-game content art | We use AI-generated content for in-game background images, marketing materials, and 2D assets. | tatsumaki games | 13 | Mar 18, 2026 | |
Musical Maze In-game content audio | The game's music and sound effects were created using artificial intelligence. | FK games | - | Mar 18, 2026 | |
Lightyears of Fervent Warfare In-game content artcode | As a one-person indie dev on a small island, with a clear idea, some programming skillz, minimal artistic talent, and practically zero funding, using AI has helped me actually to finish developing Lightyears of Fervent Warfare.
I started developing LoFW during COVID-19, when I began learning game development as a hobby during Seychelles' lockdown. I had coded my MSc project in C# and was able to code everything by hand. I was even able to design the pixel graphics on my own. Then COVID-19 ended, life continued, and LoFW was left in the dust.
This year, I experimented with the Cursor and Midjourney AIs and discovered that I could leverage them to continue developing my game part-time. Using Cursor to modify my existing code and generate new code via vibe coding helped me implement features quickly. This gave me the time to focus on the actual game design, the feature set, and testing. And while I still work on most of the pixel graphics by hand, using Midjourney to generate more complex graphics has helped me save time and resources that I don't yet have.
Sure, using AI still takes time; I can be pedantic and tend to modify and optimise everything manually. Chastising AIs, reviewing code, and doing manual edits to the graphics are now part of my workflow. AI shenanigans notwithstanding, I do hope that you'll support my game! | Lea Creative Industries | - | Mar 18, 2026 | |
Gravity In-game content text | Used AI to generate text in different languages | VortexStudio | - | Mar 18, 2026 | |
Stadium VR In-game content art | The game contains 60+ unique pre-rendered team logos that were AI generated to maintain a consistent look for our leagues debut. | Madstages | - | Mar 18, 2026 | |
I Can Only Speak Doner In-game content text | AI was used to translate the store page into different languages | Fokaia Studio | - | Mar 18, 2026 | |
Heat 'n Hit In-game content art | AI was used to generate some provisional 2D assets that will be replaced by artwork created by our team as soon as possible. | Barkino | 18 | Mar 18, 2026 | |
Dinerball Z In-game content artaudio | Various AI assisted content may be included such as music and graphical assets | Terapoly | - | Mar 18, 2026 | |
Flux Commander In-game content art | No AI has been used to generate game art or code. Some marketing materials use generated textures. | Semiterrestrial | - | Mar 18, 2026 | |
Fitness Run Dev only code | AI was use to generate code and for general help. A machine learning model is used to detect squats in game. | Adam Atamnia | - | Mar 18, 2026 | |
Block_Blaster_Pinball In-game content textcodeartaudio | This game is the result of individual development. AI was used as a supportive tool for brainstorming, as well as for experimentation in programming, graphics, and music. No AI-generated content was included in the game without modification: every element was revised, edited, and manually refined for the final version. | Nobody Nothing | - | Mar 18, 2026 | |
Super Rush! Delivery Store/marketing arttext | AI was used to help clean up logos and descriptions. | Mr. Indigo | - | Mar 18, 2026 | |
Méli-Mélo : L'odyssée audio | All the backgrounds music are made by AI. | Gaming Campus | 16 | Mar 18, 2026 | |
Why Me Store/marketing art | Our game does not use AI in gameplay. AI is only used for marketing materials. | Valmere Games | - | Mar 18, 2026 | |
Parcel Frenzy: Get To Work! In-game content audio | As a solo developer, I use AI selectively to speed up my workflow, not to replace creativity, but to support it. For example, I may use AI to assist with generating or processing certain audio files, which are then carefully edited and curated before being included in the game. No 3D assets AI-generated. I believe in using AI as a tool to enhance development, not automate it, and I strive to be transparent about its use. | DeadEagle | - | Mar 18, 2026 | |
Banana of Doom Live AI text | In Banana of Doom, AI takes the cards you play, pits them against each other, and generates funny, creative text reasons for the outcome then reveals them to the player | Playroom | - | Mar 18, 2026 | |
Guardian of Altai In-game content artaudio | AI was used in the creation of 2D artwork, as well as music and sound effects in the game. | Surreal Overflow | 18 | Mar 18, 2026 | |
Fluffy Chef In-game content art | Images generated using generative AI are used in the game and on the store page. | Luditown | - | Mar 18, 2026 | |
You Move, I Move Store/marketing text | I used AI to write me descriptions about my game. I gave it details about my game, and told it to write me a desciprtion. | Bird Box Games | 14 | Mar 18, 2026 | |
Shooting Girls In-game content art | Some UI images were generated with AI tools | TwoTone Studio | - | Mar 18, 2026 | |
My Little Pursuit In-game content audioart | AI generated music
AI generated cutscene pictures
Some AI generated icons | Andrii Holimbiievskyi | - | Mar 18, 2026 | |
BunnyBarTalk In-game content audio | The game's background music was generated using AI | maruhani | 27 | Mar 18, 2026 | |
Quiz Pinball: The Quiz You Didn't Know You Needed In-game content text | AI tools were used during development for prototyping, text correction, and translation support.
No AI-generated images or assets are present in the final game or on the store page.
All visual and gameplay content is original and created by the developer. | Tilt Bob Studio | - | Mar 18, 2026 | |
Dead On Duty In-game content art | I received help from AI only for some of the images on perk icons due to my art skills not being sufficient. | Dodoblam Interactive | - | Mar 18, 2026 | |
Proxy Project Ouroboros Dev only art | I just made two paintings for the left wall of the hub world because I wanted to make something pretty myself but didn't have the artistic skills to draw it, although insignificant, I chose to check this box to avoid any problems. | Ricardo Vindas | - | Mar 18, 2026 | |
XD CLICKER Dev only code | AI has been used to streamline coding and development. | Zapt5454 | - | Mar 18, 2026 | |
Gridiron Remastered Dev only | No art, code or anything related to the game has used generative AI. If AI was used at all, it was to optimize repetitive tasks. | 1336 Studios Inc. | - | Mar 18, 2026 | |
Save The Flag Unclear artaudio | I use AI-driven tools to generate visual content, music, and 3D models. | Felix Jung | - | Mar 18, 2026 | |
Fly to Death: Jump or Die In-game content art | AI used to create graphics in store | PHTCompany | 11 | Mar 18, 2026 |