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Some music in Journey to the Center of the Lost Waterpark has been created with the assistance of generative machine learning tools (short: "AI").
No content is generated by AI during live gameplay. All visual elements, mechanics, interactions, SFX, texts and story are hand-crafted by the (human) development team.
The AI tools that were used for generating some music tracks are commercially licensed to ensure compliance with the platform's terms of service and intellectual property guidelines.
There are 2 types of music in this game that were generated by AI:
- At the end of the game: The final credits song
- In-game: Everytime you see a song information in the bottom right corner of the screen when music starts to play
Playback uses generative AI tools during the development process to assist with localized text translations and to help refine narrative documentation. All AI-assisted content has been manually reviewed, edited, and integrated by the developer to ensure quality and consistency. No content is generated in real-time during gameplay.
※ This project includes certain content created with generative AI.
Programs Used & Scope of Application
MidJourney v6: Assisted in creating some background images
Niji・Journey v6: Assisted in producing certain character and background animations
ElevenLabs: Assisted in generating samples of sound effects and BGM
All generated results were manually edited or reviewed before being integrated into the game.
Real-time AI Generation: This game does not use real-time AI content generation during gameplay.
Certain visual and audio assets in this game were created with the help of AI tools during development. The game does not generate any content during gameplay.
Some elements of the game, such as character portraits, were created with the help of AI and manually edited by a human. In the future, they may possibly be replaced.
The game uses local, offline LLMs (meaning no data ever leaves your computer and nothing is used in training) for controlling and adapting the behavior of the main enemy in the game.
We use AI tools to generate pre-rendered content such as concept art from sketches, 3D model bases to sculpt on, voice AI for NPCs and for some marketing materials.
I have used AI tools to create original images and sounds included in the game and on the store page. All content was generated with care to avoid infringing any third-party intellectual property or trademarks. I hold full commercial rights for the use and distribution of these assets within the game and on the Steam platform. Also This project includes licensed third-party assets obtained from the Unity Asset Store and similar marketplaces. All assets were acquired legally under their respective licenses, which allow integration into interactive commercial products. No asset has been redistributed or resold outside of the game. The development team holds valid purchase records for all third-party content used.
Some in-game text and sound assets were generated with the help of AI tools, primarily to assist with ideation and early drafts. All final content has been reviewed, edited by human developers. AI was also used during the concept phase of artwork to explore visual directions, but final visuals were created or finalized by human artists. No AI is used to generate content or code during live gameplay.
We use AI to generate character concept art and make refined adjustments to align with the game's atmosphere and immersion.
Some music is generated by AI.
All assets have been reviewed, curated, and modified by the developer to ensure they fit the vision and tone of the game.
No content was knowingly generated to imitate or replicate copyrighted material, real people, or brands.
AI was used for production tasks such as background removal on digitized sprites, interpolation frame generation, and some UI elements. Core visuals are a mix of traditional pixel art and 90s-style digitized assets. All music and sound effects are original and human-made.
I have used AI to machine translate the in-game texts to languages other than danish and english.
I would very much like your help in refining these translations, if you come across something that is really off. Thank you in advance.
In the process of writing the code, building the game world, as well as creating graphics and publishing the game, hints (as a consultation) from artificial intelligence were used. The main character is fully voiced by AI.
Some elements of this game, including concept art, textures, audio design, and marketing materials, were created using generative AI tools.
All AI-generated content was used in a curated, static form and does not include real-time generation or player-interactive AI systems.
Generative AI tools were used in the development of Flower Dungeon.
Tools used: NovelAI, SUNO
Scope of use: Backgrounds, enemy and hero illustrations, and background music
The game uses generative AI in several areas. The in-game dialogue is AI-generated using text-to-speech based on original scripts I wrote. The soundtrack includes AI-generated music. Additionally, the game logo and parts of the menu use AI-generated images.
I've only used generative AI to create a few decorative paintings that appear in the game environment.
No character models, UI elements, or gameplay-related assets were generated with AI.
I'm a solo developer without an art background, and I used AI just to fill in some gaps during development.
In the future, I plan to work with professional artists to replace or enhance these assets.
I utilized AI tools during the development process to generate concept art and visual assets for background environments and character portraits, which were then refined and integrated into the game. AI was not used for live content generation during gameplay.
NOTE:A paid subscription has been purchased for the AI tool. Therefore, there is no copyright problem.
Some sounds and visual assets in PLAYNESE were enhanced using generative AI tools during development and are reviewed for quality and consistency. All AI generated content is pre-rendered and static, with no live AI generation during gameplay.
Currently using AI for music / sounds, and I may use it for some art while the artist does their move across country. There will be ZERO gen-ai content in the final product. These will be used for place holders / testing purposes ONLY.
Some textures and 2D environmental paintings were generated using AI tools during development. These assets are limited to decorative elements only. No generative AI is used during gameplay or for game logic. All final assets were manually reviewed, edited, and integrated.
This game uses pre-rendered images created with generative AI tools. All assets have been reviewed to ensure they do not infringe on copyrights or resemble real individuals. No live AI content is used during gameplay.
In-Game Text Creation and Translation: We use AI to create and translate text for in-game content and store descriptions.
Program Code Generation: We create and optimize the programming code that implements the game's features and systems.
Some music in Journey to the Center of the Lost Waterpark has been created with the assistance of generative machine learning tools (short: "AI").
No content is generated by AI during live gameplay. All visual elements, mechanics, interactions, SFX, texts and story are hand-crafted by the (human) development team.
The AI tools that were used for generating some music tracks are commercially licensed to ensure compliance with the platform's terms of service and intellectual property guidelines.
There are 2 types of music in this game that were generated by AI:
- At the end of the game: The final credits song
- In-game: Everytime you see a song information in the bottom right corner of the screen when music starts to play
Playback uses generative AI tools during the development process to assist with localized text translations and to help refine narrative documentation. All AI-assisted content has been manually reviewed, edited, and integrated by the developer to ensure quality and consistency. No content is generated in real-time during gameplay.
※ This project includes certain content created with generative AI.
Programs Used & Scope of Application
MidJourney v6: Assisted in creating some background images
Niji・Journey v6: Assisted in producing certain character and background animations
ElevenLabs: Assisted in generating samples of sound effects and BGM
All generated results were manually edited or reviewed before being integrated into the game.
Real-time AI Generation: This game does not use real-time AI content generation during gameplay.
Certain visual and audio assets in this game were created with the help of AI tools during development. The game does not generate any content during gameplay.
Some elements of the game, such as character portraits, were created with the help of AI and manually edited by a human. In the future, they may possibly be replaced.
The game uses local, offline LLMs (meaning no data ever leaves your computer and nothing is used in training) for controlling and adapting the behavior of the main enemy in the game.
We use AI tools to generate pre-rendered content such as concept art from sketches, 3D model bases to sculpt on, voice AI for NPCs and for some marketing materials.
I have used AI tools to create original images and sounds included in the game and on the store page. All content was generated with care to avoid infringing any third-party intellectual property or trademarks. I hold full commercial rights for the use and distribution of these assets within the game and on the Steam platform. Also This project includes licensed third-party assets obtained from the Unity Asset Store and similar marketplaces. All assets were acquired legally under their respective licenses, which allow integration into interactive commercial products. No asset has been redistributed or resold outside of the game. The development team holds valid purchase records for all third-party content used.
Some in-game text and sound assets were generated with the help of AI tools, primarily to assist with ideation and early drafts. All final content has been reviewed, edited by human developers. AI was also used during the concept phase of artwork to explore visual directions, but final visuals were created or finalized by human artists. No AI is used to generate content or code during live gameplay.
We use AI to generate character concept art and make refined adjustments to align with the game's atmosphere and immersion.
Some music is generated by AI.
All assets have been reviewed, curated, and modified by the developer to ensure they fit the vision and tone of the game.
No content was knowingly generated to imitate or replicate copyrighted material, real people, or brands.
AI was used for production tasks such as background removal on digitized sprites, interpolation frame generation, and some UI elements. Core visuals are a mix of traditional pixel art and 90s-style digitized assets. All music and sound effects are original and human-made.
I have used AI to machine translate the in-game texts to languages other than danish and english.
I would very much like your help in refining these translations, if you come across something that is really off. Thank you in advance.
In the process of writing the code, building the game world, as well as creating graphics and publishing the game, hints (as a consultation) from artificial intelligence were used. The main character is fully voiced by AI.
Some elements of this game, including concept art, textures, audio design, and marketing materials, were created using generative AI tools.
All AI-generated content was used in a curated, static form and does not include real-time generation or player-interactive AI systems.
Generative AI tools were used in the development of Flower Dungeon.
Tools used: NovelAI, SUNO
Scope of use: Backgrounds, enemy and hero illustrations, and background music
The game uses generative AI in several areas. The in-game dialogue is AI-generated using text-to-speech based on original scripts I wrote. The soundtrack includes AI-generated music. Additionally, the game logo and parts of the menu use AI-generated images.
I've only used generative AI to create a few decorative paintings that appear in the game environment.
No character models, UI elements, or gameplay-related assets were generated with AI.
I'm a solo developer without an art background, and I used AI just to fill in some gaps during development.
In the future, I plan to work with professional artists to replace or enhance these assets.
I utilized AI tools during the development process to generate concept art and visual assets for background environments and character portraits, which were then refined and integrated into the game. AI was not used for live content generation during gameplay.
NOTE:A paid subscription has been purchased for the AI tool. Therefore, there is no copyright problem.
Some sounds and visual assets in PLAYNESE were enhanced using generative AI tools during development and are reviewed for quality and consistency. All AI generated content is pre-rendered and static, with no live AI generation during gameplay.
Currently using AI for music / sounds, and I may use it for some art while the artist does their move across country. There will be ZERO gen-ai content in the final product. These will be used for place holders / testing purposes ONLY.
Some textures and 2D environmental paintings were generated using AI tools during development. These assets are limited to decorative elements only. No generative AI is used during gameplay or for game logic. All final assets were manually reviewed, edited, and integrated.
This game uses pre-rendered images created with generative AI tools. All assets have been reviewed to ensure they do not infringe on copyrights or resemble real individuals. No live AI content is used during gameplay.
In-Game Text Creation and Translation: We use AI to create and translate text for in-game content and store descriptions.
Program Code Generation: We create and optimize the programming code that implements the game's features and systems.