Public Steam disclosure research25,706 disclosures tracked
Where do games disclose AI use?
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Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam.
Missing or unclear statements cannot establish whether a game uses AI.
we use AI across multiple areas of our creative process. This includes generating and enhancing textures, videos, stories, logos, concepts and ideas, music, voice acting, sound effects, and even 3D models. AI tools help us experiment faster, explore new artistic directions, and bring our worlds to life with greater efficiency and creativity.
This game uses generative AI tools to create pre-rendered content during development, specifically applied in the following aspects:
Art assets: Scene concept art, character design sketches, and basic UI icon materials. All AI-generated visual content has undergone manual review, modification, and optimization to ensure consistent style and no infringement risks.
Marketing and community assets: Some background images on the store page, auxiliary elements of promotional posters, and non-core visual materials for community sharing, all complying with Steam's content guidelines.
Development assistance: Prototypes of certain sound effects and initial drafts of code snippets, all of which have passed manual verification and adjustment to ensure functional compliance and stability.
All AI-generated content has undergone strict intellectual property verification to ensure no illegal or infringing information is included, and the actual game presentation is consistent with marketing materials.
I am a solo developer building a massive game. This naturally presents major time and budget challenges for creating all the art assets.
To maintain my ambitious visual scope, I utilize AI-generated concepts purely as a starting foundation. I personally hand-paint and finalize every draft with digital painting before it enters the game. This hybrid art procedure granted me the speed I needed also helped maintaining the visual artistic standards.
There's one painting inside the mansion building, in chapter 2 called "Full House" chapter.
That painting was generated by OpenAI ChatGpt as texture for painting mesh.
it's not live-generate content, but it's pre-rendered by AI.
Libra Apocrypha combines traditional art creation methods with generative AI practices to create hybrid designs for some 2D artworks featured within the game. Typically this is used to conform existing artworks to an aesthetic style by using AI-based tools to recolour and adjust composition of pre-rendered shots of characters, locations and effects, most notably present in current card designs.
AI tools were used only to generate a few static images, such as the store cover art and certain decorative paintings displayed within the game. All in-game environments, gameplay, and code were created and reviewed by me using Unreal engine
ElevenLabs was utilized to produce several in-game audio elements, primarily VFX sounds, while GitHub Copilot assisted us in efficiently completing repetitive or time-consuming tasks.
Some in-game visuals were created or enhanced using AI-assisted tools. All assets were manually reviewed and adjusted by the developer to ensure they do not infringe on any copyrights and align with the artistic vision of the game.
During the development of RAEN: Survival Frontier, AI tools were used in a limited way during the concept phase to assist with early visual ideas and text drafts.
AI does not control gameplay, mechanics, character behavior, or in-game systems in real time.
All content in the game has been reviewed, edited, and implemented by the development team.
AI Disclosure
All writing, directing, editing, art direction and production, and all music and sprite work were fully created and/or imagined by Julio Salazar.
KAIBIL includes limited AI-assisted elements: Music by Udio; Video by Hailuo; Sprites: assisted by ChatGPT
Generative AI helped me make this project from start to finish. It helped me write code, organize my work, stay focused, and build the art, sound, and design. Grammarly helped me polish my writing. Claude Code helped me repair code. ChatGPT helped me plan and think through systems and color. The Unity engine brought it all together. There is AI in this project, just as there is in almost every tool we all use today.
Some of the music, sound effects, and visuals in this game have been generated using AI technologies, bringing a unique and creative twist to the game's overall experience.
Some visual assets (including capsule art and promotional images) were created
using AI-assisted tools and further refined manually. No AI-generated content
appears in gameplay, and no AI is used during runtime.
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist.
The cover and library assets for this title include elements generated or enhanced with AI-assisted technology.
And also, Character meshes and a few item meshes were generated using AI-assisted tools.
we use AI across multiple areas of our creative process. This includes generating and enhancing textures, videos, stories, logos, concepts and ideas, music, voice acting, sound effects, and even 3D models. AI tools help us experiment faster, explore new artistic directions, and bring our worlds to life with greater efficiency and creativity.
This game uses generative AI tools to create pre-rendered content during development, specifically applied in the following aspects:
Art assets: Scene concept art, character design sketches, and basic UI icon materials. All AI-generated visual content has undergone manual review, modification, and optimization to ensure consistent style and no infringement risks.
Marketing and community assets: Some background images on the store page, auxiliary elements of promotional posters, and non-core visual materials for community sharing, all complying with Steam's content guidelines.
Development assistance: Prototypes of certain sound effects and initial drafts of code snippets, all of which have passed manual verification and adjustment to ensure functional compliance and stability.
All AI-generated content has undergone strict intellectual property verification to ensure no illegal or infringing information is included, and the actual game presentation is consistent with marketing materials.
I am a solo developer building a massive game. This naturally presents major time and budget challenges for creating all the art assets.
To maintain my ambitious visual scope, I utilize AI-generated concepts purely as a starting foundation. I personally hand-paint and finalize every draft with digital painting before it enters the game. This hybrid art procedure granted me the speed I needed also helped maintaining the visual artistic standards.
There's one painting inside the mansion building, in chapter 2 called "Full House" chapter.
That painting was generated by OpenAI ChatGpt as texture for painting mesh.
it's not live-generate content, but it's pre-rendered by AI.
Libra Apocrypha combines traditional art creation methods with generative AI practices to create hybrid designs for some 2D artworks featured within the game. Typically this is used to conform existing artworks to an aesthetic style by using AI-based tools to recolour and adjust composition of pre-rendered shots of characters, locations and effects, most notably present in current card designs.
AI tools were used only to generate a few static images, such as the store cover art and certain decorative paintings displayed within the game. All in-game environments, gameplay, and code were created and reviewed by me using Unreal engine
ElevenLabs was utilized to produce several in-game audio elements, primarily VFX sounds, while GitHub Copilot assisted us in efficiently completing repetitive or time-consuming tasks.
Some in-game visuals were created or enhanced using AI-assisted tools. All assets were manually reviewed and adjusted by the developer to ensure they do not infringe on any copyrights and align with the artistic vision of the game.
During the development of RAEN: Survival Frontier, AI tools were used in a limited way during the concept phase to assist with early visual ideas and text drafts.
AI does not control gameplay, mechanics, character behavior, or in-game systems in real time.
All content in the game has been reviewed, edited, and implemented by the development team.
AI Disclosure
All writing, directing, editing, art direction and production, and all music and sprite work were fully created and/or imagined by Julio Salazar.
KAIBIL includes limited AI-assisted elements: Music by Udio; Video by Hailuo; Sprites: assisted by ChatGPT
Generative AI helped me make this project from start to finish. It helped me write code, organize my work, stay focused, and build the art, sound, and design. Grammarly helped me polish my writing. Claude Code helped me repair code. ChatGPT helped me plan and think through systems and color. The Unity engine brought it all together. There is AI in this project, just as there is in almost every tool we all use today.
Some of the music, sound effects, and visuals in this game have been generated using AI technologies, bringing a unique and creative twist to the game's overall experience.
Some visual assets (including capsule art and promotional images) were created
using AI-assisted tools and further refined manually. No AI-generated content
appears in gameplay, and no AI is used during runtime.
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist.
The cover and library assets for this title include elements generated or enhanced with AI-assisted technology.
And also, Character meshes and a few item meshes were generated using AI-assisted tools.