Used AI for background art assets
- Creator
- Kurogatari
- Reviews
- -
- Added
- Sep 12, 2026
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Used AI for background art assets
The game and assets were created with the assistance of generative AI tools
Generative AI tools were used during development to assist with creating and iterating some pre-generated visual assets, UI icons, concept art, text drafts, and development/code prototypes. All AI-assisted content was reviewed, edited, and selected by the developer before being included in the game. The game does not use live generative AI during gameplay, does not generate new content for players in real time, and does not send player input or personal data to any AI service.
All spoken voice lines in the game were created using AI text-to-speech (ElevenLabs) from scripts written by the developer. The generated audio was selected, edited and mixed by hand. Some sound effects use licensed stock audio. The game does not generate any content live at runtime — all AI-assisted content is pre-generated and reviewed before shipping.
Generative AI tools were used as development assistance, including support for programming, text editing, brainstorming, and localization. The game's visual artwork and assets are created by the developer and do not use AI-generated images. Story concepts and final creative decisions are made and edited by the developer.
Marketing and Store Visuals: AI tools were utilized during the concept design and background detailing phases for the thumbnail images, posters, and promotional materials on the Steam store page. Sound Design and Trailer Music: AI-powered sound and music production tools were used in the prototyping and production processes for the game’s promotional trailers and in-game atmospheric background sounds. Text and Localization Support: AI assistants were used to edit store page descriptions, marketing copy, and language optimization.
The illustrations in Dead Market — the 247 card images, the cutscene plates, the premises backdrops and the nine-slice chrome — were generated with image models during development, then selected, corrected, composed and integrated by hand against the game's own manifest. Everything that displays a live value is drawn procedurally in the engine rather than being an image. The spoken lines were synthesised from a written script, one voice per character, and edited into the game. Nothing is generated while the game runs. There is no model in the build, no network code and no telemetry.
Some objects include generated images such as an X-ray that were added by the objects' creators.
WICKLING was built with AI assistance. Generative AI was used during development to help write the game's code, its pixel art, its level layouts and some of its writing, and to help produce this store page and its artwork. The soundtrack is not AI-generated. Every note is a hand-written 2A03 chiptune, synthesised by the game as it runs rather than played back from audio files, which is why the horror systems can bend the music live. Nothing in WICKLING is generated while you play. Every level, sprite, line of text and piece of music is fixed and identical for every player, and the game makes no network requests of any kind.
all the pictures are generated by artificial intelligence.
Generative AI is used as part of the development process for character illustrations, background images, background music (BGM), the implementation of custom gameplay systems, and user interface (UI) elements.
Some 2D art in this game was created with the assistance of AI image generation tools and then curated, pixel-processed and hand-corrected by the developer: backgrounds, story cutscene illustrations, card art, the title logo, and the Steam store assets. All game design, systems, balance, code and the original Korean script were written by the developer. The nine non-Korean localizations were produced with AI translation assistance and then reviewed and corrected in-game. The game does not generate any content with AI while you play, and it never connects to an AI service.
Generative AI tools were used during development to assist in creating some environmental artwork, textures, and 3D models. The generated assets were subsequently selected, edited, optimized, and integrated into the game by the developer. No generative AI is used during gameplay.
Generative AI was used to create background art assets and to assist with code scripting.
Pre-generated AI tools were used for in-game character voice dubbing (such as voicemails and phone calls) as well as textures for interior framed pictures and props. All assets have been thoroughly reviewed to ensure there are no copyright infringements or unlawful elements.
The games code is made by AI, but everything else is made by the creator (story, models, design, animations, some textures and other stuff) and some assets are made by real people NOT AI (credits are in the end of the game)
Generative AI tools (such as Gemini) were used during development to assist in creating graphic design elements for in-game parody VHS cover art and store page graphic assets. All AI-generated artwork was manually curated, edited, and formatted into final 3D texture maps for the game's assets.
Our team used AI tools to assist with improving some existing sketches and character elements, creating some background elements, and producing/ improving translations and character voices. The vast majority of the game was created by our team without AI.
Generating base images and materials for certain environmental textures (such as doors and labels), which are then manually edited, dithered, and color-crushed to fit the game's low-poly PSX aesthetic. Generating video clips, audio, and visual concepts for the television broadcasts (like the in-game cooking shows) that play on CRT monitors throughout the world.
The game supports multiple interface languages, and some visual assets were generated using AI.
Generative AI tools were used during the creation of some visual materials for the game. These materials were subsequently manually edited, refined, and adapted to match the project’s visual style. The game does not generate AI content during gameplay.
Generative AI tools were used during development to assist in the creation and refinement of some music and sound effects.
I leveraged AI tools to bring my game concept to life, with AI assistance in coding, artwork, and the Steam store page. I want to assure you that this game was built through genuine collaboration between myself and AI—working together to create a better, more enjoyable experience.
AI-assisted tools were used in the creation and refinement of the Steam page capsule artwork, as well as for selected UI elements.
AI has been used to help develop the game's cover art.
Some of the content was co-created with the help of AI.
Generative AI tools were used during development to assist with brainstorming and editing some mission and other written content. All generated suggestions were reviewed and edited by me before inclusion in the game.
AI has been used to help develop the game's cover art.
The code, the in-game text and its translations into six languages were written with the help of an AI assistant, then reviewed and edited by the developer. No images or audio were AI-generated: all artwork is built from licensed photography, a licensed typeface and licensed icons, and all sound comes from a licensed royalty-free library. Full credits are in the game. Nothing is generated while you play — the game makes no network requests at all.
Visual assets in this game — symbol icons, charm icons, user interface elements, machine and objective icons, and store artwork — were created with generative AI tools and then selected, edited, sized and integrated by hand. Game code was written with AI assistance under human direction. Design, balancing decisions and final text are authored by the developer.
Quiet Sky uses generative AI during gameplay to simulate evolving societies and create narrative observation reports, summaries, Companion responses, and optional report illustrations based on the current simulation and the player’s decisions. The Steam desktop edition runs the included generative models locally on the player’s computer. Generated results vary between campaigns.
The store page capsule artwork was created using generative AI.
Generative AI tools were used during development to assist with creating some texture images, promotional/banner images, and code development. AI was also used to help review, test, and debug code, identify potential issues, and suggest improvements. All generated or AI-assisted content was reviewed, selected, and integrated by the developer.
Some of the textures and images in this game were created with the help of generative AI tools, and AI tools also assisted with the game's localization and store page text. All of this content was reviewed and edited by the developer before release.
Some assets were created or edited with generative AI tools. No AI content is generated during gameplay.
THE LAST LOGIN uses pre-generated AI-assisted content in selected visual assets, character voice-over, music, and sound effects. All AI-assisted content was created during development and is included as fixed game content. No AI content is generated during gameplay.
Generative AI was used to assist with drafting and translating written text for the Steam store page and some in-game text. All AI-assisted text is reviewed and edited by the developer before use. No generative AI is used during gameplay, and the game contains no live-generated AI content.
all the pictures are generated by artificial intelligence.
Generative AI tools assisted with some pre-generated artwork, localization, and written copy during development. All included outputs were selected, reviewed, and edited by the developer before shipping. The game does not generate AI content during gameplay and does not connect to external AI services.
Generative AI was used to assist in the creation of some pre-generated visual assets, including character models, props, environmental assets, and textures. All AI-assisted content was reviewed, edited, and integrated into the game by the developer. The game does not generate AI content during gameplay.
Generative AI was used to create some of the artwork shown on the Steam store page and related marketing assets. No generative AI is used during gameplay.
캐릭터 및 배경 그래픽 어셋, 게임에 삽입된 동영상의 화질 향상을 위한 업스케일링과 와이드 스크린 대응을 위한 배경 리소스 확장에 제한적으로 사용되었습니다.
Generative AI tools were used in the development of this game to assist with creating select artwork, writing promotional/store page descriptions, and localization.
Using some AI Generated 3d Props and Images for static content like game props, paintings on wall etc.
This game uses generative AI to create the following content: - Images (backgrounds, character portraits, item art, UI, and store capsule art): image generation models - Music: Suno - Sound effects: procedural synthesis, plus OpenMOSS MOSS-SoundEffect v2 (Apache-2.0) - Text and code: created with the assistance of generative AI All of the above were pre-generated during development. No AI runs at runtime.
Some of this game's dialogue was refined with the help of a generative AI tool during revision. Every line in the finished game was reviewed and edited by the developer. No generative AI was used to create the artwork, sound, or music, and no content is generated during gameplay.
Most of the card artwork and background images are made with AI (I'm a poor solo guy working full-time).
Necromancer: The Fallen Serve is primarily developed by me as a solo indie developer. I use generative AI as one of the tools in the project, including for some 3D assets, character voice lines, music, and promotional artwork. I've also worked with freelance artists and animators on parts of the game, including the skeleton army and animation work. I personally go through, refine and rework the assets until they fit the game the way I want them to. No generative AI content is created during gameplay.
Generative AI was used during development to assist with some image assets and written or localized text for the game and its store page, as well as three in-game background music tracks. All AI-assisted content is pre-generated and fixed. The game does not generate content at runtime or send player input or data to AI services.
Some images
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
昼夜事件 In-game content art | Used AI for background art assets | Kurogatari | - | Sep 12, 2026 | |
Daisy's Dead Unclear | The game and assets were created with the assistance of generative AI tools | SIIMBL | - | Sep 12, 2026 | |
LastAlive In-game content arttextcode | Generative AI tools were used during development to assist with creating and iterating some pre-generated visual assets, UI icons, concept art, text drafts, and development/code prototypes.
All AI-assisted content was reviewed, edited, and selected by the developer before being included in the game.
The game does not use live generative AI during gameplay, does not generate new content for players in real time, and does not send player input or personal data to any AI service. | NeuroArs | - | Sep 12, 2026 | |
The Hanging Game In-game content audio | All spoken voice lines in the game were created using AI text-to-speech (ElevenLabs) from scripts written by the developer. The generated audio was selected, edited and mixed by hand. Some sound effects use licensed stock audio. The game does not generate any content live at runtime — all AI-assisted content is pre-generated and reviewed before shipping. | JohnBug2536 | - | Sep 12, 2026 | |
クレアラ・セレクト Dev only codetext | Generative AI tools were used as development assistance, including support for programming, text editing, brainstorming, and localization. The game's visual artwork and assets are created by the developer and do not use AI-generated images. Story concepts and final creative decisions are made and edited by the developer. | ナツミカン | - | Sep 12, 2026 | |
The Sixth Sin In-game content artaudiotext | Marketing and Store Visuals: AI tools were utilized during the concept design and background detailing phases for the thumbnail images, posters, and promotional materials on the Steam store page.
Sound Design and Trailer Music: AI-powered sound and music production tools were used in the prototyping and production processes for the game’s promotional trailers and in-game atmospheric background sounds.
Text and Localization Support: AI assistants were used to edit store page descriptions, marketing copy, and language optimization. | HAPPYTECH | - | Sep 12, 2026 | |
Dead Market In-game content art | The illustrations in Dead Market — the 247 card images, the cutscene plates, the premises backdrops and the nine-slice chrome — were generated with image models during development, then selected, corrected, composed and integrated by hand against the game's own manifest. Everything that displays a live value is drawn procedurally in the engine rather than being an image. The spoken lines were synthesised from a written script, one voice per character, and edited into the game.
Nothing is generated while the game runs. There is no model in the build, no network code and no telemetry. | Bartjuh3 | - | Sep 12, 2026 | |
IMITATORS In-game content art | Some objects include generated images such as an X-ray that were added by the objects' creators. | ryazvp | - | Sep 12, 2026 | |
Wickling In-game content arttextcode | WICKLING was built with AI assistance. Generative AI was used during development to help write the game's code, its pixel art, its level layouts and some of its writing, and to help produce this store page and its artwork.
The soundtrack is not AI-generated. Every note is a hand-written 2A03 chiptune, synthesised by the game as it runs rather than played back from audio files, which is why the horror systems can bend the music live.
Nothing in WICKLING is generated while you play. Every level, sprite, line of text and piece of music is fixed and identical for every player, and the game makes no network requests of any kind. | Grey Line Interactive LLC | - | Sep 10, 2026 | |
Visual Novel: DARKENED MIRROR In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Sep 10, 2026 | |
Redemptions Ocean In-game content artaudiotext | Generative AI is used as part of the development process for character illustrations, background images, background music (BGM), the implementation of custom gameplay systems, and user interface (UI) elements. | 無名&無名 | - | Sep 10, 2026 | |
ANT HELL In-game content arttext | Some 2D art in this game was created with the assistance of AI image generation tools and then curated, pixel-processed and hand-corrected by the developer: backgrounds, story cutscene illustrations, card art, the title logo, and the Steam store assets. All game design, systems, balance, code and the original Korean script were written by the developer. The nine non-Korean localizations were produced with AI translation assistance and then reviewed and corrected in-game. The game does not generate any content with AI while you play, and it never connects to an AI service. | Basement Store | - | Sep 10, 2026 | |
Lionheart: The Spirit Within In-game content art | Generative AI tools were used during development to assist in creating some environmental artwork, textures, and 3D models. The generated assets were subsequently selected, edited, optimized, and integrated into the game by the developer. No generative AI is used during gameplay. | Kinokulak | - | Sep 10, 2026 | |
KOMMUNALKA In-game content artcode | Generative AI was used to create background art assets and to assist with code scripting. | FOOTAGE LOGS | - | Sep 10, 2026 | |
Tragedy : The Call of the Estate In-game content audioart | Pre-generated AI tools were used for in-game character voice dubbing (such as voicemails and phone calls) as well as textures for interior framed pictures and props. All assets have been thoroughly reviewed to ensure there are no copyright infringements or unlawful elements. | HighRavel | - | Sep 10, 2026 | |
MaskloZoophic Sessions Dev only code | The games code is made by AI, but everything else is made by the creator (story, models, design, animations, some textures and other stuff) and some assets are made by real people NOT AI (credits are in the end of the game) | Fabian Martinez | - | Sep 10, 2026 | |
Shelved In-game content art | Generative AI tools (such as Gemini) were used during development to assist in creating graphic design elements for in-game parody VHS cover art and store page graphic assets. All AI-generated artwork was manually curated, edited, and formatted into final 3D texture maps for the game's assets. | Wet Toast Studio | - | Sep 10, 2026 | |
Eternity Lost: Mystery of Aurum Collector's Edition In-game content arttextaudio | Our team used AI tools to assist with improving some existing sketches and character elements, creating some background elements, and producing/ improving translations and character voices.
The vast majority of the game was created by our team without AI. | Cateia Games | - | Sep 10, 2026 | |
HitPsycho In-game content artaudio | Generating base images and materials for certain environmental textures (such as doors and labels), which are then manually edited, dithered, and color-crushed to fit the game's low-poly PSX aesthetic.
Generating video clips, audio, and visual concepts for the television broadcasts (like the in-game cooking shows) that play on CRT monitors throughout the world. | Retroboi64 | - | Sep 10, 2026 | |
暗黑收割者 In-game content arttext | The game supports multiple interface languages, and some visual assets were generated using AI. | Xiaohuo Game | - | Sep 10, 2026 | |
Тайны Родиона In-game content art | Generative AI tools were used during the creation of some visual materials for the game. These materials were subsequently manually edited, refined, and adapted to match the project’s visual style. The game does not generate AI content during gameplay. | Volganka Games | - | Sep 10, 2026 | |
Backstabbers In-game content audio | Generative AI tools were used during development to assist in the creation and refinement of some music and sound effects. | RedCollar Studio | - | Sep 10, 2026 | |
Hundredfold: Hero's Ascent Store/marketing artcodetext | I leveraged AI tools to bring my game concept to life, with AI assistance in coding, artwork, and the Steam store page. I want to assure you that this game was built through genuine collaboration between myself and AI—working together to create a better, more enjoyable experience. | 质数造物 Prime Factor | - | Sep 9, 2026 | |
Blind Shaman Store/marketing art | AI-assisted tools were used in the creation and refinement of the Steam page capsule artwork, as well as for selected UI elements. | Nightforge Games | - | Sep 9, 2026 | |
Curse of the Dead Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Sep 9, 2026 | |
Arena Immortalis Unclear | Some of the content was co-created with the help of AI. | BrowsyGames | - | Sep 9, 2026 | |
Blackdoor In-game content text | Generative AI tools were used during development to assist with brainstorming and editing some mission and other written content. All generated suggestions were reviewed and edited by me before inclusion in the game. | Static Signal | 16 | Sep 8, 2026 | |
Chernobyl Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Sep 8, 2026 | |
NO CARRIER In-game content text | The code, the in-game text and its translations into six languages were written with the help of an AI assistant, then reviewed and edited by the developer.
No images or audio were AI-generated: all artwork is built from licensed photography, a licensed typeface and licensed icons, and all sound comes from a licensed royalty-free library. Full credits are in the game.
Nothing is generated while you play — the game makes no network requests at all. | Alexframe | - | Sep 7, 2026 | |
Lucky Debt In-game content artcode | Visual assets in this game — symbol icons, charm icons, user interface elements, machine and objective icons, and store artwork — were created with generative AI tools and then selected, edited, sized and integrated by hand. Game code was written with AI assistance under human direction. Design, balancing decisions and final text are authored by the developer. | Piero Porro | - | Sep 7, 2026 | |
Quiet Sky Live AI text | Quiet Sky uses generative AI during gameplay to simulate evolving societies and create narrative observation reports, summaries, Companion responses, and optional report illustrations based on the current simulation and the player’s decisions. The Steam desktop edition runs the included generative models locally on the player’s computer. Generated results vary between campaigns. | Divyanth Jayaraj | - | Sep 7, 2026 | |
GRAVE SLIDE Store/marketing art | The store page capsule artwork was created using generative AI. | Hokkori Games | - | Sep 7, 2026 | |
Sanidade Zero In-game content artcode | Generative AI tools were used during development to assist with creating some texture images, promotional/banner images, and code development. AI was also used to help review, test, and debug code, identify potential issues, and suggest improvements. All generated or AI-assisted content was reviewed, selected, and integrated by the developer. | Alan Vieira oliveira | - | Sep 7, 2026 | |
Off the Clock: 13/F In-game content arttext | Some of the textures and images in this game were created with the help of generative AI tools, and AI tools also assisted with the game's localization and store page text. All of this content was reviewed and edited by the developer before release. | Latent Nine | - | Sep 7, 2026 | |
MOTHERWARD In-game content art | Some assets were created or edited with generative AI tools. No AI content is generated during gameplay. | Budgie Pixels | - | Sep 7, 2026 | |
THE LAST LOGIN In-game content artaudio | THE LAST LOGIN uses pre-generated AI-assisted content in selected visual assets, character voice-over, music, and sound effects. All AI-assisted content was created during development and is included as fixed game content. No AI content is generated during gameplay. | IS-TL | - | Sep 7, 2026 | |
BUNSIK In-game content text | Generative AI was used to assist with drafting and translating written text for the Steam store page and some in-game text. All AI-assisted text is reviewed and edited by the developer before use. No generative AI is used during gameplay, and the game contains no live-generated AI content. | Playnova Studio | - | Sep 7, 2026 | |
Visual Novel: EVENING BROADCAST In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Sep 6, 2026 | |
Ability Roulette - Last Round Express In-game content arttext | Generative AI tools assisted with some pre-generated artwork, localization, and written copy during development. All included outputs were selected, reviewed, and edited by the developer before shipping. The game does not generate AI content during gameplay and does not connect to external AI services. | VEB AUTOMEISHN LLC | - | Sep 6, 2026 | |
HUNTMAZE In-game content art | Generative AI was used to assist in the creation of some pre-generated visual assets, including character models, props, environmental assets, and textures. All AI-assisted content was reviewed, edited, and integrated into the game by the developer. The game does not generate AI content during gameplay. | Creative Nightmares | - | Sep 6, 2026 | |
THE HOLE Store/marketing art | Generative AI was used to create some of the artwork shown on the Steam store page and related marketing assets. No generative AI is used during gameplay. | neo studio | - | Sep 6, 2026 | |
창세기전 외전: 서풍의 광시곡 리마스터 In-game content art | 캐릭터 및 배경 그래픽 어셋, 게임에 삽입된 동영상의 화질 향상을 위한 업스케일링과 와이드 스크린 대응을 위한 배경 리소스 확장에 제한적으로 사용되었습니다. | Nine Circles Corporation | - | Sep 6, 2026 | |
Rush Hour of the Dead In-game content arttext | Generative AI tools were used in the development of this game to assist with creating select artwork, writing promotional/store page descriptions, and localization. | One64 Games | - | Sep 6, 2026 | |
Rahasya: The Curse of Ooty In-game content art | Using some AI Generated 3d Props and Images for static content like game props, paintings on wall etc. | Abhay | - | Sep 5, 2026 | |
百目質店 - Hyakume Pawnshop In-game content artaudiotextcode | This game uses generative AI to create the following content:
- Images (backgrounds, character portraits, item art, UI, and store capsule art): image generation models
- Music: Suno
- Sound effects: procedural synthesis, plus OpenMOSS MOSS-SoundEffect v2 (Apache-2.0)
- Text and code: created with the assistance of generative AI
All of the above were pre-generated during development. No AI runs at runtime. | SONTAQ works | - | Sep 4, 2026 | |
HadalLine In-game content text | Some of this game's dialogue was refined with the help of a generative AI tool during revision. Every line in the finished game was reviewed and edited by the developer.
No generative AI was used to create the artwork, sound, or music, and no content is generated during gameplay. | Ebi Odore | - | Sep 4, 2026 | |
The Archive Project In-game content art | Most of the card artwork and background images are made with AI (I'm a poor solo guy working full-time). | Itchys | - | Sep 4, 2026 | |
Necromancer: The Fallen Serve In-game content artaudiotext | Necromancer: The Fallen Serve is primarily developed by me as a solo indie developer. I use generative AI as one of the tools in the project, including for some 3D assets, character voice lines, music, and promotional artwork. I've also worked with freelance artists and animators on parts of the game, including the skeleton army and animation work. I personally go through, refine and rework the assets until they fit the game the way I want them to. No generative AI content is created during gameplay. | Minch Games | - | Sep 4, 2026 | |
Dead Man's Pass In-game content arttextaudio | Generative AI was used during development to assist with some image assets and written or localized text for the game and its store page, as well as three in-game background music tracks. All AI-assisted content is pre-generated and fixed. The game does not generate content at runtime or send player input or data to AI services. | Ark | - | Sep 4, 2026 | |
MEANINGLESS Unclear art | Some images | VIRGO GAMES | - | Sep 4, 2026 |