マップチップの一部でAIによる画像生成の素材を加工し使用。
- Creator
- SHIGEFUSA.WORKS
- Reviews
- -
- Added
- Mar 18, 2026
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マップチップの一部でAIによる画像生成の素材を加工し使用。
AI used for character art
Some graphics of the game are generated by AI.
AI was used to draw certain monsters and battle backgrounds, as well as the logo of the game.
We used generative artificial intelligence to localize the game into 11 languages and refine and improve the game's texts and dialogues, ensuring better fluidity and quality of the narrative for players.
Generative AI is used for programming this game. Not used for images or text.
Some translations were completed with the assistance of AI.
In order to create a better background and focus on the core parts of the game, we used AI to help create store page assets.
Tile images, background images, character images, and a few city assets were generated via Generative AI. Also, most sound effects were generated via Generative AI.
Used in the program code and translation of the formulas.
The music for the following rooms has been AI generated: - Menus, Credits + Map - Level 4, 5, 6, 7 and 8
The game uses AI to create some of the graphics.
This game uses minimal amount of Ai generated images from paid accounts and other sources.
This game is 99% created by real people, the background of level 2 and level 3 were created with AI.
The voice acting and some images were generated using neural networks.
We utilized AI tools to generate internal references for composition and framing. These outputs were then used as a base to manually create handcrafted pixel art assets, ensuring all final in-game visuals follow our custom palettes and artistic standards.
The art for the backgrounds were initially created by AI. I am in the process of converting all AI art into commissioned art. There are 5 AI art PNGs left. Soon they will all be replaced. A special thanks to all the support that makes buying commissioned art possible!
Some images that are later modified or edited for higher quality and to reflect what the image is intended to represent. Not all images in the game are AI generated.
The music.
Pixel art used in the game includes AI-modified variants of my own sketches.
We used AI to generated the background images for the store page and then edited them in a photo editing software. We also generated some tapestries for our battle types.
Concept art was generated by AI
The in-game CG animations were generated using AI.
Some temporary sound files and graphic resources during development
In Wizard Cats, AI is used to write the code that powers spells created from runes. No art is generated using AI - all art is hand-drawn by our talented team of artists.
AI was used experimentally to generate reference images that were used in the creation of a various art assets in the game. These AI images do not appear in game and were only used indirectly in the exact same way one might use a photo reference.
No generative AI content.
Morvyn Gutter utilizes AI technology for texture generation and music composition in certain parts of the game.
AI has been used to create some visual content
The Arcade Reflex main logo was created using Generative AI The language translations are created using AI assistance
AI-Generated Monsters and Background Images and Tunes (Note: None are original AI-Generations, most images or tunes were lightly-edited and others heavily-edited by Quest Moon Studios)
The character illustrations, and other UI materials displayed in the game are generated in advance by AI and are used in the game after being manually edited.
We use pre-rendered AI content. Loading screens and UI elements are done with AI.
Generative AI was used for proofreading some in-game text.
I used AI to generate the game visuals, and the materials are available for free.
In "Lone Howl", artificial intelligence is utilised carefully and responsibly to enhance the player's experience in various aspects of the game: Images and Banners: We have used AI beforehand to create some of the banners and loading screen images you will encounter throughout the game. This allows us to generate unique visuals that capture the dark and mystical atmosphere of the "Lone Howl" universe. It’s important to note that these images were generated prior to release and do not involve any adaptation or analysis based on player behaviour. Translations: AI is also employed to assist with the translation of the game into different languages, ensuring that the narrative and dialogues maintain their essence and fluency, regardless of the language in which the game is played. Dialogue and Voices: Some of the characters' dialogue and voices were generated or enhanced using AI. This allowed us to bring characters and creatures to life with a vocal diversity that enriches the player's immersion. It’s important to highlight that we do not use algorithms that study or analyse players. All AI use in "Lone Howl" is applied statically, with the goal of complementing the experience without compromising privacy or the authenticity of the content.
Many images that take place in game, representing towns and cities were created with the help of artificial intelligence. Generated pieces were not directly taken place in game but used advisory/recommendation manner (eg. to illustrate how a North West city looks in 1940s).
This game utilizes generative artificial intelligence for refining the game scenario.
Artificial intelligence was used to generate some images in the game and also within the game code.
Gen-AI was utilized to generate images for most of the graphical assets.
AI was used for generating localization text and for the coding of the game.
NO AI WAS USED IN THE CREATION OF ANY ART ASSETS, MUSIC OR WRITING. AI IS ONLY USED FOR CHARACTER INTERACTIONS AND MECHANICS. Built with Llama All AI models are run on the user's machine using their GPU. No data usage is sent to us and the game can be played offline. The AI is character-based. Each character has their own model and will respond and react to player interaction in a specific way, each providing a unique challenge. As the player progresses through the year in Millennium Whisper, they will build relationships with the characters as all interactions are fed to the models and the characters rate their affection levels towards the player. The challenge comes from the player needing to juggle their social relationship with all the characters at once as characters have the ability to communicate with eachother by spreading rumours thereby allowing neglected characters to sabotage the player's relationship with other characters. The characters will also accept or reject date invites from the player or author their own date invitations. At the end of the game the AIs evaluates which character the player ends up with.
Some AI generated in-game Images Included
The background illustrations, unit icons, technology icons, and building icons in the game are generated by AI and then manually modified. Other materials are hand-drawn.
Creation of Graphics Assets
In our ongoing effort to bring you a unique and immersive gaming experience, we’ve integrated AI-assisted tools into the creation of some of our in-game art. These tools have been used to inspire and enhance the visual style of our game, helping to generate distinct and creative elements that complement our hand-crafted assets. By utilizing AI, we’ve been able to explore new artistic possibilities, ensuring that our game features a vibrant and visually compelling world. However, every AI-assisted asset has been carefully reviewed, refined, and curated by our development team to align with our artistic vision and maintain a cohesive aesthetic throughout the game. Our primary goal is to deliver a game that is both visually stunning and enjoyable, and AI has been one of the many tools we've used to achieve that. We hope you enjoy the result as much as we enjoyed creating it!
The backgrounds of the game's start screen and pick screen were pre-generated by me via AI, and some of the in-game icons were generated by the author via AI. Here is their license: License: Assets can be used personally and commercially. You can modify the asset. You cannot re-distribute the files, even modified versions.
AI was used for some art in the game as a proof of concept. These elements will be updated in the future.
AI was used for the visuals of this game.
AI tools were used only for certain static illustrations and promotional images. All gameplay systems, code, and dynamic content are entirely human-created and do not use AI generation.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Dungeon Overdose In-game content art | マップチップの一部でAIによる画像生成の素材を加工し使用。 | SHIGEFUSA.WORKS | - | Mar 18, 2026 | |
Isekai Survivors In-game content art | AI used for character art | World1 | - | Mar 18, 2026 | |
诸天刷宝录 - 东汉三国 In-game content art | Some graphics of the game are generated by AI. | 游戏养家工作室 | 188 | Mar 18, 2026 | |
Feline Realms - The Ancients' Legacy In-game content art | AI was used to draw certain monsters and battle backgrounds, as well as the logo of the game. | Eric Desjardins | - | Mar 18, 2026 | |
Red Pistol In-game content text | We used generative artificial intelligence to localize the game into 11 languages and refine and improve the game's texts and dialogues, ensuring better fluidity and quality of the narrative for players. | Ace Horizon Studios | 13 | Mar 18, 2026 | |
呪いの手紙 cursed letter Dev only code | Generative AI is used for programming this game.
Not used for images or text. | 奥羽電影 | - | Mar 18, 2026 | |
Die Deep In-game content text | Some translations were completed with the assistance of AI. | PINIX | - | Mar 18, 2026 | |
Pixel Dungeon RPG Store/marketing art | In order to create a better background and focus on the core parts of the game, we used AI to help create store page assets. | R2 Games | 19 | Mar 18, 2026 | |
Magic Sword In-game content artaudio | Tile images, background images, character images, and a few city assets were generated via Generative AI. Also, most sound effects were generated via Generative AI. | Virtue Voyage Gaming LLC | 56 | Mar 18, 2026 | |
開拓民クリッカー In-game content codetext | Used in the program code and translation of the formulas. | WINGLAY | - | Mar 18, 2026 | |
KAZEKAO In-game content audio | The music for the following rooms has been AI generated:
- Menus, Credits + Map
- Level 4, 5, 6, 7 and 8 | Cojico | 19 | Mar 18, 2026 | |
Blind Man's Sun In-game content art | The game uses AI to create some of the graphics. | Alkinoy | 23 | Mar 18, 2026 | |
Three Kingdoms Shelter In-game content art | This game uses minimal amount of Ai generated images from paid accounts and other sources. | McCay Games | - | Mar 18, 2026 | |
Doge Head Attack In-game content art | This game is 99% created by real people, the background of level 2 and level 3 were created with AI. | YonathanDHC | - | Mar 18, 2026 | |
New Year Simulator 2025 In-game content audioart | The voice acting and some images were generated using neural networks. | HappyJack | - | Mar 18, 2026 | |
Airborne Justice In-game content art | We utilized AI tools to generate internal references for composition and framing. These outputs were then used as a base to manually create handcrafted pixel art assets, ensuring all final in-game visuals follow our custom palettes and artistic standards. | SEEP | 12 | Mar 18, 2026 | |
Our Ascent In-game content art | The art for the backgrounds were initially created by AI. I am in the process of converting all AI art into commissioned art. There are 5 AI art PNGs left. Soon they will all be replaced.
A special thanks to all the support that makes buying commissioned art possible! | Noobilator7 | 29 | Mar 18, 2026 | |
Ankhway: The Interplanetary Legacy Unclear art | Some images that are later modified or edited for higher quality and to reflect what the image is intended to represent. Not all images in the game are AI generated. | Mac S | - | Mar 18, 2026 | |
Rocks Are Cool Unclear | The music. | Matt Stuertz | - | Mar 18, 2026 | |
Widget Inc. In-game content art | Pixel art used in the game includes AI-modified variants of my own sketches. | Leaping Turtle | 748 | Mar 18, 2026 | |
Prince Arthur Monsters of Albion Store/marketing art | We used AI to generated the background images for the store page and then edited them in a photo editing software.
We also generated some tapestries for our battle types. | Jason Bowen | - | Mar 18, 2026 | |
Escape Of The Cat-Aslyum Store/marketing art | Concept art was generated by AI | CodingQuests | - | Mar 18, 2026 | |
Bioweaver In-game content art | The in-game CG animations were generated using AI. | Emprom Game | 653 | Mar 18, 2026 | |
Dungeon Sucker Dev only audioart | Some temporary sound files and graphic resources during development | PotatoJambong At Corner | - | Mar 18, 2026 | |
Wizard Cats In-game content code | In Wizard Cats, AI is used to write the code that powers spells created from runes. No art is generated using AI - all art is hand-drawn by our talented team of artists. | BigFrogg Studios | - | Mar 18, 2026 | |
Cybernetic Ninja Nuns Dev only art | AI was used experimentally to generate reference images that were used in the creation of a various art assets in the game. These AI images do not appear in game and were only used indirectly in the exact same way one might use a photo reference. | Good Bad Guy | - | Mar 18, 2026 | |
Packmates general | No generative AI content. | Digital Confectioners | 34 | Mar 18, 2026 | |
Morvyn Gutter In-game content artaudio | Morvyn Gutter utilizes AI technology for texture generation and music composition in certain parts of the game. | LuN | 17 | Mar 18, 2026 | |
Twilight Express Unclear art | AI has been used to create some visual content | Daniil Tarasau | 14 | Mar 18, 2026 | |
Arcade Reflex In-game content arttext | The Arcade Reflex main logo was created using Generative AI
The language translations are created using AI assistance | High Hopes Games | - | Mar 18, 2026 | |
Fairealm In-game content artaudio | AI-Generated Monsters and Background Images and Tunes
(Note: None are original AI-Generations, most images or tunes were lightly-edited and others heavily-edited by Quest Moon Studios) | Quest Moon Studios | - | Mar 18, 2026 | |
Dead Beats Survivors In-game content art | The character illustrations, and other UI materials displayed in the game are generated in advance by AI and are used in the game after being manually edited. | 1st-impact co.,ltd. | - | Mar 18, 2026 | |
TUONELA In-game content art | We use pre-rendered AI content. Loading screens and UI elements are done with AI. | Icy North Games | - | Mar 18, 2026 | |
紅茶とともに飲みこんで In-game content text | Generative AI was used for proofreading some in-game text. | 喫茶店Moonshot | - | Mar 18, 2026 | |
The Dangerous Back-to-School Season Store/marketing art | I used AI to generate the game visuals, and the materials are available for free. | Z | 13 | Mar 18, 2026 | |
Lone Howl In-game content arttextaudio | In "Lone Howl", artificial intelligence is utilised carefully and responsibly to enhance the player's experience in various aspects of the game:
Images and Banners: We have used AI beforehand to create some of the banners and loading screen images you will encounter throughout the game. This allows us to generate unique visuals that capture the dark and mystical atmosphere of the "Lone Howl" universe. It’s important to note that these images were generated prior to release and do not involve any adaptation or analysis based on player behaviour.
Translations: AI is also employed to assist with the translation of the game into different languages, ensuring that the narrative and dialogues maintain their essence and fluency, regardless of the language in which the game is played.
Dialogue and Voices: Some of the characters' dialogue and voices were generated or enhanced using AI. This allowed us to bring characters and creatures to life with a vocal diversity that enriches the player's immersion.
It’s important to highlight that we do not use algorithms that study or analyse players. All AI use in "Lone Howl" is applied statically, with the goal of complementing the experience without compromising privacy or the authenticity of the content. | DynatriSoft Games | - | Mar 18, 2026 | |
When She's Gone In-game content art | Many images that take place in game, representing towns and cities were created with the help of artificial intelligence. Generated pieces were not directly taken place in game but used advisory/recommendation manner (eg. to illustrate how a North West city looks in 1940s). | Missed Approach Interactive | - | Mar 18, 2026 | |
死んで死んで強くなれ!…? In-game content text | This game utilizes generative artificial intelligence for refining the game scenario. | 死にスタ | - | Mar 18, 2026 | |
Slime: The Cleaner In-game content artcode | Artificial intelligence was used to generate some images in the game and also within the game code. | Concord | - | Mar 18, 2026 | |
Labyrinth Of Shadows In-game content art | Gen-AI was utilized to generate images for most of the graphical assets. | Wyatt Scott | - | Mar 18, 2026 | |
Wild Haven In-game content textcode | AI was used for generating localization text and for the coding of the game. | IOGenisys LLC | - | Mar 18, 2026 | |
Millennium Whisper Live AI text | NO AI WAS USED IN THE CREATION OF ANY ART ASSETS, MUSIC OR WRITING. AI IS ONLY USED FOR CHARACTER INTERACTIONS AND MECHANICS.
Built with Llama
All AI models are run on the user's machine using their GPU. No data usage is sent to us and the game can be played offline.
The AI is character-based. Each character has their own model and will respond and react to player interaction in a specific way, each providing a unique challenge. As the player progresses through the year in Millennium Whisper, they will build relationships with the characters as all interactions are fed to the models and the characters rate their affection levels towards the player. The challenge comes from the player needing to juggle their social relationship with all the characters at once as characters have the ability to communicate with eachother by spreading rumours thereby allowing neglected characters to sabotage the player's relationship with other characters. The characters will also accept or reject date invites from the player or author their own date invitations. At the end of the game the AIs evaluates which character the player ends up with. | Parable Studios | 74 | Mar 18, 2026 | |
The Tale of Azu In-game content art | Some AI generated in-game Images Included | paaz | - | Mar 18, 2026 | |
Trailblader In-game content art | The background illustrations, unit icons, technology icons, and building icons in the game are generated by AI and then manually modified. Other materials are hand-drawn. | 迟到的南雨亭 | 27 | Mar 18, 2026 | |
Dino Clicker Unclear art | Creation of Graphics Assets | Polygon Pie | 52 | Mar 18, 2026 | |
Angles of Death In-game content art | In our ongoing effort to bring you a unique and immersive gaming experience, we’ve integrated AI-assisted tools into the creation of some of our in-game art. These tools have been used to inspire and enhance the visual style of our game, helping to generate distinct and creative elements that complement our hand-crafted assets.
By utilizing AI, we’ve been able to explore new artistic possibilities, ensuring that our game features a vibrant and visually compelling world. However, every AI-assisted asset has been carefully reviewed, refined, and curated by our development team to align with our artistic vision and maintain a cohesive aesthetic throughout the game.
Our primary goal is to deliver a game that is both visually stunning and enjoyable, and AI has been one of the many tools we've used to achieve that. We hope you enjoy the result as much as we enjoyed creating it! | Big Stav | 11 | Mar 18, 2026 | |
Mystic Explorer In-game content art | The backgrounds of the game's start screen and pick screen were pre-generated by me via AI, and some of the in-game icons were generated by the author via AI. Here is their license:
License: Assets can be used personally and commercially. You can modify the asset. You cannot re-distribute the files, even modified versions. | Zack | 42 | Mar 18, 2026 | |
A Dance of Lords In-game content art | AI was used for some art in the game as a proof of concept. These elements will be updated in the future. | Rowan Edmondson | - | Mar 18, 2026 | |
The Crimson Call In-game content art | AI was used for the visuals of this game. | Fatih Mert | 28 | Mar 18, 2026 | |
電際亂戰ShoPaDen In-game content art | AI tools were used only for certain static illustrations and promotional images.
All gameplay systems, code, and dynamic content are entirely human-created and do not use AI generation. | 南方堂果 | - | Mar 18, 2026 |