Image generation is used for in-game elements such as posters
- Creator
- TAMAGOSHA
- Reviews
- 35
- Added
- Mar 18, 2026
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Image generation is used for in-game elements such as posters
Generative AI tools have been applied by development team in process of creation of parts of very limited in-game graphic assets and in certain marketing materials with considerable limitations and human overview and input at all times. All core game content has been carefully designed and curated by our team to ensure quality and originality.
Alle Sätze der Sprecher im Spiel sind mit einer Text to Speech Software KI generiert.
We used AI to create the game icon and background image for the main page. Also, we took inspiration from AI for some texts and dialogues.
Some translations are AI-generated.
This game contains works created by use of AI in the creation of dialogue audio for the characters. All AI generated content was created as original works by the developer.
We have utilized an AI program to help us generate music within the game and Steam Main Graphics for the game.
AI assistance was utilized in creating the loading screen images, some in-game painting images in Demonsomnia, and some images on the store page.
The game uses some AI generated and manually modified content only for paitings and photographs as well as for some of the text content (modified and reworded).
**Disclosure on Use of Generative AI in Development** *Lost Traces: False Awakening* and *Lost Traces: Genesis* are ambitious projects developed by a **small indie team**. To efficiently achieve the large scope and detail of the game's world, we made selective use of pre-generated tools during development. This approach was strictly limited to foundational elements which were then heavily refined by human artists and engineers: * **Character Designs (Images):** A portion of the initial character design concepts and visual elements (used on the store page and in-game) were informed by licensed image generation tools, such as **Stable Diffusion**. Every single piece of content has since been **manually edited, digitally painted, and extensively refined** by our artists to ensure unique visual identity and high quality. * **Voice Dialogue (Audio):** A portion of the in-game voice dialogue was generated using licensed text-to-speech or AI voice tools. This audio was subsequently run through **professional editing, mastering, and processing** to ensure vocal quality, pacing, and consistency across the game's soundscape. Our team maintains **full creative and artistic control** over all final assets. We did not use any AI tools to generate content *live* during gameplay.
During development, our team MAY use assistive AI design tools to support the creation of certain static visual graphic elements, such as logos, graphics, and UI. Any such materials are further refined and shaped by our artists to ensure they align with the creative direction and standards of Method of Entry. These tools allow us to maintain a high level of visual quality for the best experience possible from our small development team.
* Contents below are copied from the game, the soundtrack does not use any Generative AI technology. User will be able to talk in freeform with the NPCs within the game world according to the environment given to them. Some of the evidence (photos on the wall, book covers) have been created using AI tools
Artificial intelligence was used only for Store Photos, no content in the game was created or directed by artificial intelligence.
We used generative AI for: art on the store page, and some in-game textures. Each AI-generated content was then manually adjusted by our in-house artist to ensure the presence of human input in the art and high quality of the game.
The game contains portraits and images generated by AI.
There was AI image generation used for creating bases for some environment textures, those bases were heavily modified by hand to fit the game from the original texture spit out by AI.
Some object textures are AI generated to apparently look AI generated as a commentary, distorted and non human (dreamtexture plugin for Blender with prompts like "AI looking alien food" and such. Pictures of faces have been generated with this-person-does-not-exist.com to look like conventionnaly beautiful but generic portraits, again foreshadowing the idea what a person looks like, from an AI, algorithmically driven system.
The game's image assets, including store assets, are made with the use of AI.
The main menu background, textboxes, and some in-game assets contain AI generated images.
AI has been used in a limited way* for the following aspects: Text Localization, Speech Localization and Musical Audio. *The base was AI-generated, but the transformative creation built upon it stands as an original work. (Text was controlled by a human, the voice and musical audio were edited and reworked by a human)
As a small independent development team with limited resources, we used AI-based tools to assist with certain aspects of content creation, including textures, audio, and in-game video elements (such as VHS-style footage). All final content was carefully reviewed, refined, and manually reworked by the development team including additional re-texturing to ensure it reflects our creative vision.
Some minor details were created using AI image generation
Some dialogues feature AI-generated voices. Parts of the marketing assets - including store texts other than english or german- are modified / localized with AI.
Generative AI is used to assist in the development of some gameplay art assets.
The newspaper and voice actings are made with AI. Sample voice is my own voice.
Some parts of the images used in the Steam Storepage are AI generated.
AI is used for UI art
AI Imagery on storefront
The paintings and the voices are created with AI.
Some of the Marketing Materials and Images for The Trip are AI generated.
Some audio and music have been generated by IA.
AI-generated character illustrations.
Special mode voice.
Some visual assets, such as store capsule images and in-game card illustrations, were created with the assistance of generative AI tools. All gameplay and code are original.
AI was used to assist with voice modification for certain characters. AI was used to help with soundtrack enhancement and editing. AI was used to create or refine some visual symbols and sigil designs.
Some UI elements and icons have been made using AI.
Some 2D graphics on store page
Some character voices are AI generated.
Store page image assets (excluding screenshots and videos) has been generated with AI as the game will need to be further developed to get final assets but will fit the themes as presented.
We used AI generated contents just for steam capsule images.
Hand refined and adjusted Midjourney generations have been used for certain ingame graphics. (Optional)Deepvoice has been used for certain enemy vocal exclamations. Can be changed ingame to human VA only.
I Had A Plan! uses human-made sprites and assets, but uses AI to transform voices for most (non narrator/GM) characters. These were still recorded by the developer, but then transformed to sound like other people using AI. AI was also used to lip sync those voices.
In order to achieve better results, some characters, scenes, and animations in the game are generated using AI.
Some in-game posters were originally designed using AI-generated concepts to speed up the creative process. These visuals were then refined by our artist to fit the game's style. AI is not used during gameplay, and all content is curated by the development team.
Ai has been used, to create steam page image (not screenshots) only for Header.
I've created the sound tracks using AI.
We are using AI for testing content and ideas, our future focus is to make all of the content traditionally by hand to bring a good work like early stages of development in the game. AI usage is mainly used for concept content and support during the most complicated parts from the development of the game, the entirety of Ghoul Fright core is hand made
Animating static images.
In this game Akpala, there is a feature that allows players to converse with NPC characters during gameplay. For the responses to the player's voice input, we use AI-generated text.
Few images in-game are prepared using AI tools.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
MERROR In-game content art | Image generation is used for in-game elements such as posters | TAMAGOSHA | 35 | Mar 18, 2026 | |
Pixel Gun 3D: PC Edition In-game content art | Generative AI tools have been applied by development team in process of creation of parts of very limited in-game graphic assets and in certain marketing materials with considerable limitations and human overview and input at all times.
All core game content has been carefully designed and curated by our team to ensure quality and originality. | Cubic Games Studio | 23.5k | Mar 18, 2026 | |
Der Anzeigenhauptmeister In-game content text | Alle Sätze der Sprecher im Spiel sind mit einer Text to Speech Software KI generiert. | Skotty Productions | 24 | Mar 18, 2026 | |
THEORY In-game content arttext | We used AI to create the game icon and background image for the main page. Also, we took inspiration from AI for some texts and dialogues. | Muhammet Esat BÜYÜKBULUT | 24 | Mar 18, 2026 | |
Sweet Dreams In-game content text | Some translations are AI-generated. | HowWolf | - | Mar 18, 2026 | |
Unfeigned Depths In-game content audio | This game contains works created by use of AI in the creation of dialogue audio for the characters. All AI generated content was created as original works by the developer. | Voidwire Interactive | - | Mar 18, 2026 | |
The Dream Office In-game content audioart | We have utilized an AI program to help us generate music within the game and Steam Main Graphics for the game. | BEPLAYER | 50 | Mar 18, 2026 | |
Demonsomnia In-game content art | AI assistance was utilized in creating the loading screen images, some in-game painting images in Demonsomnia, and some images on the store page. | Demonsomnia Team | 280 | Mar 18, 2026 | |
Gore Doctor In-game content arttext | The game uses some AI generated and manually modified content only for paitings and photographs as well as for some of the text content (modified and reworded). | Salient Games | 17 | Mar 18, 2026 | |
Lost Traces: Genesis In-game content artaudio | **Disclosure on Use of Generative AI in Development**
*Lost Traces: False Awakening* and *Lost Traces: Genesis* are ambitious projects developed by a **small indie team**. To efficiently achieve the large scope and detail of the game's world, we made selective use of pre-generated tools during development.
This approach was strictly limited to foundational elements which were then heavily refined by human artists and engineers:
* **Character Designs (Images):** A portion of the initial character design concepts and visual elements (used on the store page and in-game) were informed by licensed image generation tools, such as **Stable Diffusion**. Every single piece of content has since been **manually edited, digitally painted, and extensively refined** by our artists to ensure unique visual identity and high quality.
* **Voice Dialogue (Audio):** A portion of the in-game voice dialogue was generated using licensed text-to-speech or AI voice tools. This audio was subsequently run through **professional editing, mastering, and processing** to ensure vocal quality, pacing, and consistency across the game's soundscape.
Our team maintains **full creative and artistic control** over all final assets. We did not use any AI tools to generate content *live* during gameplay. | Stavros Theologou | - | Mar 18, 2026 | |
Method Of Entry In-game content art | During development, our team MAY use assistive AI design tools to support the creation of certain static visual graphic elements, such as logos, graphics, and UI. Any such materials are further refined and shaped by our artists to ensure they align with the creative direction and standards of Method of Entry.
These tools allow us to maintain a high level of visual quality for the best experience possible from our small development team. | Attack Dog Studios™ | - | Mar 18, 2026 | |
Uncover the Smoking Gun Live AI arttext | * Contents below are copied from the game, the soundtrack does not use any Generative AI technology.
User will be able to talk in freeform with the NPCs within the game world according to the environment given to them.
Some of the evidence (photos on the wall, book covers) have been created using AI tools | ReLU Games, Inc. | 393 | Mar 18, 2026 | |
Escape Darkness Store/marketing art | Artificial intelligence was used only for Store Photos, no content in the game was created or directed by artificial intelligence. | AkaySoft | - | Mar 18, 2026 | |
Deconstruction Simulator In-game content art | We used generative AI for: art on the store page, and some in-game textures. Each AI-generated content was then manually adjusted by our in-house artist to ensure the presence of human input in the art and high quality of the game. | Games Incubator | 1.3k | Mar 18, 2026 | |
Anonymous Hacker Simulator In-game content art | The game contains portraits and images generated by AI. | Sicarius | 692 | Mar 18, 2026 | |
Deadshot In-game content art | There was AI image generation used for creating bases for some environment textures, those bases were heavily modified by hand to fit the game from the original texture spit out by AI. | v0lt | 10 | Mar 18, 2026 | |
Innertial In-game content art | Some object textures are AI generated to apparently look AI generated as a commentary, distorted and non human (dreamtexture plugin for Blender with prompts like "AI looking alien food" and such.
Pictures of faces have been generated with this-person-does-not-exist.com to look like conventionnaly beautiful but generic portraits, again foreshadowing the idea what a person looks like, from an AI, algorithmically driven system. | studio invisible | - | Mar 18, 2026 | |
Putin Must Die Store/marketing art | The game's image assets, including store assets, are made with the use of AI. | Studio Hark | - | Mar 18, 2026 | |
Last Signal In-game content art | The main menu background, textboxes, and some in-game assets contain AI generated images. | Under Heaven Studios | 40 | Mar 18, 2026 | |
Amygdala In-game content textaudio | AI has been used in a limited way* for the following aspects: Text Localization, Speech Localization and Musical Audio.
*The base was AI-generated, but the transformative creation built upon it stands as an original work. (Text was controlled by a human, the voice and musical audio were edited and reworked by a human) | Stigma Studios | 169 | Mar 18, 2026 | |
Rainbow Gate In-game content artaudio | As a small independent development team with limited resources, we used AI-based tools to assist with certain aspects of content creation, including textures, audio, and in-game video elements (such as VHS-style footage). All final content was carefully reviewed, refined, and manually reworked by the development team including additional re-texturing to ensure it reflects our creative vision. | 7EVIL Studio | 104 | Mar 18, 2026 | |
Pine Harbor Unclear art | Some minor details were created using AI image generation | Vision Forge Team | 492 | Mar 18, 2026 | |
G-Rebels In-game content audiotext | Some dialogues feature AI-generated voices. Parts of the marketing assets - including store texts other than english or german- are modified / localized with AI. | Reakktor Studios | - | Mar 18, 2026 | |
Roving Rovers In-game content art | Generative AI is used to assist in the development of some gameplay art assets. | Mini Mammoth Games | - | Mar 18, 2026 | |
Terror in the Kitchen In-game content audio | The newspaper and voice actings are made with AI. Sample voice is my own voice. | Studio Diakamos | 38 | Mar 18, 2026 | |
Jorogumo - 絡新婦 Store/marketing art | Some parts of the images used in the Steam Storepage are AI generated. | Nyxtales | 49 | Mar 18, 2026 | |
Warbyte: Operation Falcon In-game content art | AI is used for UI art | Moonshine Games | - | Mar 18, 2026 | |
Quintus and the Formidable Curse Store/marketing art | AI Imagery on storefront | Wreck Tangle Games | - | Mar 18, 2026 | |
God's Plan In-game content artaudio | The paintings and the voices are created with AI. | NeroGameDev | - | Mar 18, 2026 | |
The Trip Store/marketing art | Some of the Marketing Materials and Images for The Trip are AI generated. | Trippy Game Studio | - | Mar 18, 2026 | |
Deep Loop In-game content audio | Some audio and music have been generated by IA. | Spurna Games | - | Mar 18, 2026 | |
Home Run Batter: vs Fairy Tales Store/marketing art | AI-generated character illustrations. | INTENSE | - | Mar 18, 2026 | |
Flawless Darkness Unclear audio | Special mode voice. | Oldice | - | Mar 18, 2026 | |
Mother Ghoul - The Curse of Unborns In-game content art | Some visual assets, such as store capsule images and in-game card illustrations, were created with the assistance of generative AI tools. All gameplay and code are original. | Queen | 18 | Mar 18, 2026 | |
Apex Path: BOLT In-game content audioart | AI was used to assist with voice modification for certain characters.
AI was used to help with soundtrack enhancement and editing.
AI was used to create or refine some visual symbols and sigil designs. | Sanswolf | - | Mar 18, 2026 | |
Darkblade Ascent In-game content art | Some UI elements and icons have been made using AI. | PST Games | 503 | Mar 18, 2026 | |
Car Dealer Simulator Store/marketing art | Some 2D graphics on store page | Garage Monkeys | 4.3k | Mar 18, 2026 | |
Rusty's Day Off: Episode One - Janitor on Duty In-game content audio | Some character voices are AI generated. | Onestone Software | 15 | Mar 18, 2026 | |
My Game Store/marketing art | Store page image assets (excluding screenshots and videos) has been generated with AI as the game will need to be further developed to get final assets but will fit the themes as presented. | Zetaland Game Studios | - | Mar 18, 2026 | |
Bazaar Simulator Store/marketing art | We used AI generated contents just for steam capsule images. | Mithra Interactive | 176 | Mar 18, 2026 | |
Unbroken The Awakening In-game content artaudio | Hand refined and adjusted Midjourney generations have been used for certain ingame graphics.
(Optional)Deepvoice has been used for certain enemy vocal exclamations. Can be changed ingame to human VA only. | MGP Studios | 23 | Mar 18, 2026 | |
I Had a Plan! In-game content audio | I Had A Plan! uses human-made sprites and assets, but uses AI to transform voices for most (non narrator/GM) characters. These were still recorded by the developer, but then transformed to sound like other people using AI. AI was also used to lip sync those voices. | Benevolent Banana Studio | 18 | Mar 18, 2026 | |
我才不会被女孩子欺负呢 In-game content art | In order to achieve better results, some characters, scenes, and animations in the game are generated using AI. | lingdong | - | Mar 18, 2026 | |
Astrometica In-game content art | Some in-game posters were originally designed using AI-generated concepts to speed up the creative process. These visuals were then refined by our artist to fit the game's style. AI is not used during gameplay, and all content is curated by the development team. | BeryMery | 1.6k | Mar 18, 2026 | |
Mortanis Prisoners Store/marketing art | Ai has been used, to create steam page image (not screenshots) only for Header. | Alexey Bulgakov | 64 | Mar 18, 2026 | |
Ancestral Players In-game content audio | I've created the sound tracks using AI. | ENSLIP | - | Mar 18, 2026 | |
Ghoul Fright Dev only arttext | We are using AI for testing content and ideas, our future focus is to make all of the content traditionally by hand to bring a good work like early stages of development in the game.
AI usage is mainly used for concept content and support during the most complicated parts from the development of the game, the entirety of Ghoul Fright core is hand made | Atrax | - | Mar 18, 2026 | |
Dead Hook Unclear art | Animating static images. | Joy Way | 22 | Mar 18, 2026 | |
Akpala Live AI text | In this game Akpala, there is a feature that allows players to converse with NPC characters during gameplay.
For the responses to the player's voice input, we use AI-generated text. | RedefineArts.Inc | 14 | Mar 18, 2026 | |
Gym Manager In-game content art | Few images in-game are prepared using AI tools. | Han GAMES | 274 | Mar 18, 2026 |