AI has been used to generate capsule art as well as in-game dialogue. NPC voices are AI
- Creator
- Clayton Games
- Reviews
- -
- Added
- Aug 28, 2026
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AI has been used to generate capsule art as well as in-game dialogue. NPC voices are AI
Images, animations, store page, and logo are generated using AI. Languages other than English are machine translated. AI was used to improve grammar.
AI has been used to help with coding, asset generation and voice generation.
Generative AI tools were used to assist with programming and translation/localization during development. All artwork and original dialogue were created by the developer. AI-assisted translations were reviewed and edited by the developer before being included in the game. No generative AI is used during gameplay.
Generative AI tools were used during development to assist in the creation of certain game assets. For visual assets such as units and characters, the developer first created original line art manually, then used AI-assisted coloring as part of the workflow, followed by additional manual editing and refinement. For music, AI was used to generate an initial melodic idea, which was then manually edited, arranged, and refined by the developer in LMMS. All AI-assisted content is pre-generated and reviewed by the developer before being included in the game. The game does not use live-generated AI during gameplay.
SIDE OUT was built with AI-assisted development tools. No artwork, audio, text or other content in the game is generated by AI. All visuals are drawn procedurally in code, and all store text is written by hand.
Generative AI tools were used during development to assist with the creation of some content.
AI was used during development to create portions of the game’s pre-generated artwork, characters, animations, music, voices, and sound effects. These assets are included in the finished game. No AI content is generated live during gameplay.
Artwork used on the Steam store page was created with the assistance of generative AI and was subsequently manually edited, refined, and improved. AI tools were also used to assist with the localization of the Steam store page.
Generative AI tools were used during development to create certain visual and audio assets: - 2D Visual Assets: Some 2D icons, UI symbols, and graphic elements were generated or assisted using AI image generation tools and polished for final in-game use. - Audio (BGM): Background music (BGM) tracks were generated with the assistance of generative AI music tools.
This game uses AI to assist in generating background music, art design, and multilingual translations.
Some art is either produced using AI or directly inspired by it.
This game uses generative AI tools as part of its art creation process. Visual assets — including background and environment art, character and unit art, and card illustrations — were generated with the assistance of AI and then reviewed and refined by hand. All AI-assisted content is checked to ensure it meets our quality and originality standards.
Environments and environmental artwork are not created using generative AI. Generative AI is used as part of the early development workflow for prototyping some creature artwork, which is going to be replaced during development.
Generative AI tools were used during development to create certain pre-generated visual and audio assets, including character portraits and video sequences, mech and environment artwork, synthetic voice-over, and some sound effects. All generated assets were reviewed and curated by the developer. The game does not generate content during gameplay, and no player input is sent to generative AI services.
Generative AI tools were used to assist in the creation of some promotional artwork and marketing assets for the game. Final assets were reviewed and edited by the development team.
In-game 3D props, audio sound effects, etc.
AI is used to generate a portion of the in-game imagery.
Close Enough was built with generative AI. The code, the in-game text, the level layouts and all seven translations were written by an AI assistant (Claude) working to the developer's direction, and most of what you see on screen — the objects, the whole interface — is drawn by that code rather than loaded from image files. The doodle recognition inside the game is not generative. It is a small image classifier bundled with the game, trained on Google's Quick, Draw! dataset of human-drawn doodles. It runs entirely on your own computer, sorts each drawing into one of 100 pre-defined objects and creates nothing. Your drawings are never uploaded, and the release build contains no code that could upload them. The sprites, tiles, music, sound effects and font are licensed assets made by people, not by AI. Every one of them is credited inside the game under Esc → Credits.
Generative AI-assisted tools were used in the creation and development of some 3D models, audio, and visual content in the game. All such content was generated in advance during the development process and added to the game as pre-made assets. No content is generated in real time using generative AI during gameplay.
The character selection screen uses some art that has been created with the assistance of AI. The character art display on the store page has been partially created with the assistance of AI.
The game's voiceover and logo were created using AI.
Some character graphics and backgrounds were created with the assistance of generative AI tools.
This game includes content created with the help of AI during development. Images (34): backgrounds, the logo and in-game objects were created using OpenAI's image generation (gpt-image), then edited by the developer. 34 of the 66 sprites in the shipping build originate this way. UI elements and one texture (13) and sound effects (21): these were designed by AI (Claude) and implemented as the developer's own program code. They are not the output of an image or audio generation model; the shapes and waveforms are produced by deterministic processing. The game does not generate any content with AI at runtime. Music is licensed from a purchased royalty-free library and involves no AI. Stage design is the developer's own work.
hey guys. i used ai to code efficently. no ai generated art inside. have fun!
This game uses generative AI as a production tool. Character, enemy, boss, UI, and background art were created with image-generation models and then assembled, keyed, and edited by the team. Background music and in-game voice and narration (including Classical Latin lines in Purgatory) were also generated with AI and curated for the game. Gameplay, design, writing, and programming are human-authored. The game does not generate new text, images, or audio while you play. Some store and marketing images were produced with the same tools.
The background images and animals pictures are pre-rendered AI art
Coquí Crusader was made with AI-assisted tools under the developer's direction. The coquí mascot logo and the background music were AI-generated. AI coding assistance was used to build the game and to help write its in-game and store text, all reviewed by the developer. Every design decision was made by the developer: the mechanics, the progression and balance, and the Puerto Rican setting — the ten zones based on real landmarks, the folklore creatures from Taíno legend, and the Spanish localization. No content is generated during gameplay, and the game never connects to any external AI service.
Some Steam store and library artwork (capsules, hero, broadcast panels, and similar marketing images) was created with generative AI, then selected and cropped by the developer. A few 3D props were blocked out with an AI modeling tool and then adjusted by hand for the game. The game itself does not use generative AI while you play. Halley, the story, fishing, and locations are human-authored. Worlds and water use traditional game systems, not live AI generation.
Este jogo foi desenvolvido por um único criador com o auxílio de Inteligência Artificial (IA) no processo de programação e na criação de alguns efeitos sonoros e áudios. Todas as artes, imagens, sprites e frames dentro do jogo foram criados inteiramente à mão, sem qualquer uso de IA.
Generative AI was used during development to create pre-generated artwork (including fictional film posters and marketing images), narration, and some text and translations. These are fixed assets shipped with the game. No generative AI runs during gameplay, and no player input is sent to an external AI service.
Generative AI was used to create some of the illustrations featured on collectible cards. The card layouts and designs were manually created and edited.
All simulation, art, audio and text in Terra Logic are hand-made — the game ships with no AI-generated content and makes no network requests by default. One optional feature can generate text at runtime: the "whisper" narrator, a single one-line ambient caption. By default it composes lines from a built-in, hand-written phrase library. Players who supply their own Anthropic (Claude) API key in a local config file may enable AI-generated phrasing for that one caption line; without a key the AI path is fully inactive. AI output never affects simulation, gameplay, art, audio, or any other text.
AI-generated content is used on the store page.
I'm a solo developer, and I'd rather be upfront about where AI tools were used. The character base meshes and some of their textures were generated with AI. Every one of them was then brought into Blender and worked over by hand. Cleaned up, edited, re-textured and animated before it went anywhere near the game. They're all rendered with a toon shader I wrote myself. Everything else is made by hand. The tavern, the props and the whole environment are hand modeled. Other than that, everything else in the game was made by me.
All programming and game music (BGM) are generated by AI.
Generative AI tools were used during part of the development process. Generative AI was used for some 3D models and image assets. AI-generated assets were reviewed and adjusted by the developer before being included in the game. No content is generated by AI while the game is running.
A moonlighting project from a husband and father of two, where late evenings and early mornings were made a little easier by generative AI tooling. The game's art, the pilot voice-over, and the music all started as AI-generated assets that I then reviewed, edited, and shaped into the game. The direction and the decisions are mine; nothing is generated while you play. Always open to constructive feedback.
Generative AI is used in a supplementary capacity, at two points. First, as a drafting step for some of the game's 2D illustrations: every such asset is then rebuilt through our own production pipeline — reduced to a strict 1-bit black-and-white format, curated, and animated frame by frame with in-house tools — so that it matches our art direction. Second, the game is written in French, and its translations into the eight other supported languages are AI-assisted. No generative AI runs in the game itself: all content ships fixed with the build.
This game uses generative AI in almost every aspect of its development, including programming, graphics, music, and more.
Generative magic was used in the creation of the quest.
Generative AI tools were used during development to assist with the creation and iteration of certain visual assets.
Some model using AI
This game uses pre-generated images created with Google Gemini for the character illustrations (6 images) and the title screen background. Character voices were pre-generated using VOICEPEAK (AHS Co., Ltd.), a commercial-use AI voice synthesis product. The background music was composed by human musicians and licensed for use. No AI generation occurs while the game is running.
AI-enabled tools were used during development to assist with asset creation. Some visual and audio assets in the finished game incorporate AI-assisted or AI-generated source material. For more information, visit https://jetgrave.com/ai-use/
Generative AI is used in this game for tasks such as music generation. As an indie game and a small software development studio, we simply do not have the budget to license a large number of well-known and popular songs. Unfortunately, nothing comes for free – so AI is used as an alternative. AI is also used for tasks such as integrating graphics, music and beat analysis, and translating content. AI can complete time-consuming tasks within minutes that would otherwise take a human several hours. No jobs are being replaced or put at risk through the use of AI in this project. This “crazy game” was still made with lots of love by humans. An AI probably would not have come up with a game idea like this anyway. And because it fits the topic far too well: purely on principle, this disclosure text was of course also written with the help of AI.
Some game art was created with the assistance of generative AI. Examples of where generative AI was used would be as follows, Creature art, Logo, Music, Game systems.
Some pre-rendered 2D art was created with the assistance of generative AI tools: the playable characters' animation frames, world backgrounds and tile art were generated from the developer's original character and world designs, then hand-edited, aligned and baked into final game assets by the developer. A small number of sound effects were also created with AI audio tools and then mixed by hand. The store page capsule images are composed from the same AI-assisted paintings plus hand-set typography. All AI-assisted content is pre-rendered, was reviewed by the developer before shipping, and no content is generated by AI at runtime.
### Use of Generative Artificial Intelligence During the development of this game, I used generative artificial intelligence tools to assist me with various aspects of its creation. AI was mainly used to create and/or improve certain visual elements of the game, including images and PNG files used in different graphical elements. It also assisted me in creating the game’s trailer, as well as with certain scripts and technical elements that were particularly complex to implement. In these situations, AI was used as an assistance tool to help me develop, adapt, and finalize certain elements. The use of artificial intelligence does not mean that the game was entirely created by AI. The game’s design, artistic direction, gameplay, development, and final integration of the different elements were carried out and supervised by me. I want to be transparent with players regarding the use of these technologies in the creation of the game.
AI was used in the coding and content creation for this game. That should not take away from this project the thousands of hours spent on its creation, honing and reshaping its style, direction and gameplay which was all done by a human.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Kebab Shop Simulator Live AI arttextaudio | AI has been used to generate capsule art as well as in-game dialogue. NPC voices are AI | Clayton Games | - | Aug 28, 2026 | |
The Things We Don't See: 10 Interactive Stories of Horror, Mystery, and the Unknown In-game content arttext | Images, animations, store page, and logo are generated using AI. Languages other than English are machine translated. AI was used to improve grammar. | VisualNovelGames | - | Aug 28, 2026 | |
No Survivors In-game content artaudio | AI has been used to help with coding, asset generation and voice generation. | Sparky Games | - | Aug 28, 2026 | |
Cook to Zero In-game content text | Generative AI tools were used to assist with programming and translation/localization during development. All artwork and original dialogue were created by the developer. AI-assisted translations were reviewed and edited by the developer before being included in the game. No generative AI is used during gameplay. | DOLSTEP | - | Aug 28, 2026 | |
Codename: Operation Go In-game content artaudio | Generative AI tools were used during development to assist in the creation of certain game assets. For visual assets such as units and characters, the developer first created original line art manually, then used AI-assisted coloring as part of the workflow, followed by additional manual editing and refinement. For music, AI was used to generate an initial melodic idea, which was then manually edited, arranged, and refined by the developer in LMMS. All AI-assisted content is pre-generated and reviewed by the developer before being included in the game. The game does not use live-generated AI during gameplay. | Iteration Unit | - | Aug 28, 2026 | |
SIDE OUT Dev only arttextcode | SIDE OUT was built with AI-assisted development tools. No artwork, audio, text or other content in the game is generated by AI. All visuals are drawn procedurally in code, and all store text is written by hand. | antics | - | Aug 28, 2026 | |
Chess: Apex Unclear | Generative AI tools were used during development to assist with the creation of some content. | Netherlate Games | - | Aug 28, 2026 | |
Gears Of Conquest In-game content artaudio | AI was used during development to create portions of the game’s pre-generated artwork, characters, animations, music, voices, and sound effects. These assets are included in the finished game. No AI content is generated live during gameplay. | Makroudata | - | Aug 28, 2026 | |
Last Paddle Standing In-game content arttext | Artwork used on the Steam store page was created with the assistance of generative AI and was subsequently manually edited, refined, and improved. AI tools were also used to assist with the localization of the Steam store page. | TAYN Games | - | Aug 28, 2026 | |
Meteor Spin In-game content artaudio | Generative AI tools were used during development to create certain visual and audio assets:
- 2D Visual Assets: Some 2D icons, UI symbols, and graphic elements were generated or assisted using AI image generation tools and polished for final in-game use.
- Audio (BGM): Background music (BGM) tracks were generated with the assistance of generative AI music tools. | Chemkaaa | - | Aug 28, 2026 | |
Hanzi Bird In-game content audioarttext | This game uses AI to assist in generating background music, art design, and multilingual translations. | FFSKYChocobo | - | Aug 28, 2026 | |
Fatal Logic In-game content art | Some art is either produced using AI or directly inspired by it. | ItWorkedOnMyMachine | - | Aug 28, 2026 | |
Paceweaver In-game content art | This game uses generative AI tools as part of its art creation process. Visual assets — including background and environment art, character and unit art, and card illustrations — were generated with the assistance of AI and then reviewed and refined by hand. All AI-assisted content is checked to ensure it meets our quality and originality standards. | Goblin Games | - | Aug 28, 2026 | |
Fishing Spot Dev only art | Environments and environmental artwork are not created using generative AI.
Generative AI is used as part of the early development workflow for prototyping some creature artwork, which is going to be replaced during development. | Float Dev | - | Aug 28, 2026 | |
Meridian Strike In-game content artaudio | Generative AI tools were used during development to create certain pre-generated visual and audio assets, including character portraits and video sequences, mech and environment artwork, synthetic voice-over, and some sound effects. All generated assets were reviewed and curated by the developer. The game does not generate content during gameplay, and no player input is sent to generative AI services. | Fredrik Carleson | - | Aug 28, 2026 | |
Stop Reading the Cards Store/marketing art | Generative AI tools were used to assist in the creation of some promotional artwork and marketing assets for the game. Final assets were reviewed and edited by the development team. | Working As Intended | - | Aug 28, 2026 | |
Kennel Chaos In-game content artaudio | In-game 3D props, audio sound effects, etc. | Watashi Games | - | Aug 28, 2026 | |
100K ZOMBIES In-game content art | AI is used to generate a portion of the in-game imagery. | 正常游戏 Normal Games | - | Aug 28, 2026 | |
Close Enough In-game content arttextcode | Close Enough was built with generative AI. The code, the in-game text, the level layouts and all seven translations were written by an AI assistant (Claude) working to the developer's direction, and most of what you see on screen — the objects, the whole interface — is drawn by that code rather than loaded from image files.
The doodle recognition inside the game is not generative. It is a small image classifier bundled with the game, trained on Google's Quick, Draw! dataset of human-drawn doodles. It runs entirely on your own computer, sorts each drawing into one of 100 pre-defined objects and creates nothing. Your drawings are never uploaded, and the release build contains no code that could upload them.
The sprites, tiles, music, sound effects and font are licensed assets made by people, not by AI. Every one of them is credited inside the game under Esc → Credits. | dodnd | - | Aug 28, 2026 | |
EXAM WATCH! In-game content artaudio | Generative AI-assisted tools were used in the creation and development of some 3D models, audio, and visual content in the game. All such content was generated in advance during the development process and added to the game as pre-made assets. No content is generated in real time using generative AI during gameplay. | PRC Games | - | Aug 28, 2026 | |
Roulette Simulator 2027 In-game content art | The character selection screen uses some art that has been created with the assistance of AI.
The character art display on the store page has been partially created with the assistance of AI. | FlagmanJeremy | - | Aug 28, 2026 | |
911 Dispatcher: Unknown Caller In-game content audioart | The game's voiceover and logo were created using AI. | Room13Games | - | Aug 28, 2026 | |
奶瓦的笑 In-game content art | Some character graphics and backgrounds were created with the assistance of generative AI tools. | ZikL | - | Aug 28, 2026 | |
PumpUp Fugu In-game content artaudio | This game includes content created with the help of AI during development.
Images (34): backgrounds, the logo and in-game objects were created using OpenAI's image generation (gpt-image), then edited by the developer.
34 of the 66 sprites in the shipping build originate this way.
UI elements and one texture (13) and sound effects (21): these were designed by AI (Claude) and implemented as the developer's own program code. They are not the output of an image or audio generation model; the shapes and waveforms are produced by deterministic processing.
The game does not generate any content with AI at runtime.
Music is licensed from a purchased royalty-free library and involves no
AI. Stage design is the developer's own work. | O-Planning | - | Aug 28, 2026 | |
No Such Floor Dev only code | hey guys. i used ai to code efficently. no ai generated art inside. have fun! | QuasART GAMES | - | Aug 28, 2026 | |
The Symposium Dragon In-game content artaudiotext | This game uses generative AI as a production tool. Character, enemy, boss, UI, and background art were created with image-generation models and then assembled, keyed, and edited by the team. Background music and in-game voice and narration (including Classical Latin lines in Purgatory) were also generated with AI and curated for the game.
Gameplay, design, writing, and programming are human-authored. The game does not generate new text, images, or audio while you play. Some store and marketing images were produced with the same tools. | STUDIO MIL | - | Aug 28, 2026 | |
Chronime Puzzle: Animals In-game content art | The background images and animals pictures are pre-rendered AI art | Quantum Quiver Games | - | Aug 28, 2026 | |
Coquí Crusader: Defenders of Borikén In-game content artaudiotext | Coquí Crusader was made with AI-assisted tools under the developer's direction.
The coquí mascot logo and the background music were AI-generated. AI coding assistance was used to build the game and to help write its in-game and store text, all reviewed by the developer.
Every design decision was made by the developer: the mechanics, the progression and balance, and the Puerto Rican setting — the ten zones based on real landmarks, the folklore creatures from Taíno legend, and the Spanish localization.
No content is generated during gameplay, and the game never connects to any external AI service. | Yucayeque Games | - | Aug 28, 2026 | |
Halley's Big Catch Store/marketing art | Some Steam store and library artwork (capsules, hero, broadcast panels, and similar marketing images) was created with generative AI, then selected and cropped by the developer.
A few 3D props were blocked out with an AI modeling tool and then adjusted by hand for the game.
The game itself does not use generative AI while you play. Halley, the story, fishing, and locations are human-authored. Worlds and water use traditional game systems, not live AI generation. | ACCDevWorks | - | Aug 28, 2026 | |
Zombie-Like In-game content audiocode | Este jogo foi desenvolvido por um único criador com o auxílio de Inteligência Artificial (IA) no processo de programação e na criação de alguns efeitos sonoros e áudios.
Todas as artes, imagens, sprites e frames dentro do jogo foram criados inteiramente à mão, sem qualquer uso de IA. | code_1s1k | - | Aug 28, 2026 | |
Popcorn & Premieren In-game content arttext | Generative AI was used during development to create pre-generated artwork (including fictional film posters and marketing images), narration, and some text and translations. These are fixed assets shipped with the game. No generative AI runs during gameplay, and no player input is sent to an external AI service. | Jodelsoft | - | Aug 28, 2026 | |
TCG Card Chaos In-game content art | Generative AI was used to create some of the illustrations featured on collectible cards. The card layouts and designs were manually created and edited. | Odd Forge Games | - | Aug 28, 2026 | |
TERRA: 地表逻辑 Live AI text | All simulation, art, audio and text in Terra Logic are hand-made — the game ships with no AI-generated content and makes no network requests by default. One optional feature can generate text at runtime: the "whisper" narrator, a single one-line ambient caption. By default it composes lines from a built-in, hand-written phrase library. Players who supply their own Anthropic (Claude) API key in a local config file may enable AI-generated phrasing for that one caption line; without a key the AI path is fully inactive. AI output never affects simulation, gameplay, art, audio, or any other text. | Cyborg V | - | Aug 28, 2026 | |
Water Sort:Alchemy Store/marketing | AI-generated content is used on the store page. | FWGames | - | Aug 28, 2026 | |
Twilight Tavern In-game content art | I'm a solo developer, and I'd rather be upfront about where AI tools were used.
The character base meshes and some of their textures were generated with AI.
Every one of them was then brought into Blender and worked over by hand. Cleaned up, edited, re-textured and animated before it went anywhere near the game.
They're all rendered with a toon shader I wrote myself.
Everything else is made by hand.
The tavern, the props and the whole environment are hand modeled.
Other than that, everything else in the game was made by me. | Siyesh Games | - | Aug 28, 2026 | |
Nozile In-game content codeaudio | All programming and game music (BGM) are generated by AI. | Masanori Chida | - | Aug 28, 2026 | |
カブトムシの森 In-game content art | Generative AI tools were used during part of the development process.
Generative AI was used for some 3D models and image assets. AI-generated assets were reviewed and adjusted by the developer before being included in the game.
No content is generated by AI while the game is running. | Neruneko | - | Aug 28, 2026 | |
Heroes Guard: Starforge In-game content artaudiotext | A moonlighting project from a husband and father of two, where late evenings and early mornings were made a little easier by generative AI tooling. The game's art, the pilot voice-over, and the music all started as AI-generated assets that I then reviewed, edited, and shaped into the game. The direction and the decisions are mine; nothing is generated while you play. Always open to constructive feedback. | Under Byte Studios, LLC | - | Aug 28, 2026 | |
Randventure In-game content arttext | Generative AI is used in a supplementary capacity, at two points. First, as a drafting step for some of the game's 2D illustrations: every such asset is then rebuilt through our own production pipeline — reduced to a strict 1-bit black-and-white format, curated, and animated frame by frame with in-house tools — so that it matches our art direction. Second, the game is written in French, and its translations into the eight other supported languages are AI-assisted. No generative AI runs in the game itself: all content ships fixed with the build. | Epreyn | - | Aug 28, 2026 | |
お洒落無限ループ!すごろくドリフター Unclear artaudiocode | This game uses generative AI in almost every aspect of its development, including programming, graphics, music, and more. | 合成結社五頭大威 | - | Aug 28, 2026 | |
HalfHourRPG In-game content text | Generative magic was used in the creation of the quest. | Dea Machina | - | Aug 28, 2026 | |
万古仙途 Unclear art | Generative AI tools were used during development to assist with the creation and iteration of certain visual assets. | 月关林水 | - | Aug 28, 2026 | |
Twisted Three Kingdoms Unclear | Some model using AI | Seasonbean Team | - | Aug 28, 2026 | |
市町村麻雀 In-game content artaudio | This game uses pre-generated images created with Google Gemini for the character illustrations (6 images) and the title screen background. Character voices were pre-generated using VOICEPEAK (AHS Co., Ltd.), a commercial-use AI voice synthesis product. The background music was composed by human musicians and licensed for use. No AI generation occurs while the game is running. | storksquare | - | Aug 28, 2026 | |
JETGRAVE In-game content artaudio | AI-enabled tools were used during development to assist with asset creation. Some visual and audio assets in the finished game incorporate AI-assisted or AI-generated source material. For more information, visit https://jetgrave.com/ai-use/ | Losers And Nerds Party LLC | - | Aug 28, 2026 | |
Didgeridoo Man In-game content audiotext | Generative AI is used in this game for tasks such as music generation. As an indie game and a small software development studio, we simply do not have the budget to license a large number of well-known and popular songs. Unfortunately, nothing comes for free – so AI is used as an alternative.
AI is also used for tasks such as integrating graphics, music and beat analysis, and translating content. AI can complete time-consuming tasks within minutes that would otherwise take a human several hours.
No jobs are being replaced or put at risk through the use of AI in this project. This “crazy game” was still made with lots of love by humans. An AI probably would not have come up with a game idea like this anyway.
And because it fits the topic far too well: purely on principle, this disclosure text was of course also written with the help of AI. | Studio Justin Braun | - | Aug 28, 2026 | |
Apoc Wilds In-game content artaudio | Some game art was created with the assistance of generative AI. Examples of where generative AI was used would be as follows, Creature art, Logo, Music, Game systems. | Prime Wilds | - | Aug 28, 2026 | |
Sky Hopper In-game content artaudio | Some pre-rendered 2D art was created with the assistance of generative AI tools: the playable characters' animation frames, world backgrounds and tile art were generated from the developer's original character and world designs, then hand-edited, aligned and baked into final game assets by the developer. A small number of sound effects were also created with AI audio tools and then mixed by hand. The store page capsule images are composed from the same AI-assisted paintings plus hand-set typography. All AI-assisted content is pre-rendered, was reviewed by the developer before shipping, and no content is generated by AI at runtime. | Evermore Studio Games | - | Aug 28, 2026 | |
DuelX In-game content artcode | ### Use of Generative Artificial Intelligence
During the development of this game, I used generative artificial intelligence tools to assist me with various aspects of its creation.
AI was mainly used to create and/or improve certain visual elements of the game, including images and PNG files used in different graphical elements.
It also assisted me in creating the game’s trailer, as well as with certain scripts and technical elements that were particularly complex to implement. In these situations, AI was used as an assistance tool to help me develop, adapt, and finalize certain elements.
The use of artificial intelligence does not mean that the game was entirely created by AI. The game’s design, artistic direction, gameplay, development, and final integration of the different elements were carried out and supervised by me.
I want to be transparent with players regarding the use of these technologies in the creation of the game. | KV | - | Aug 28, 2026 | |
Enarian: Orbital Command Unclear code | AI was used in the coding and content creation for this game. That should not take away from this project the thousands of hours spent on its creation, honing and reshaping its style, direction and gameplay which was all done by a human. | Enarian Studios | - | Aug 28, 2026 |