The background images and dogs pictures are pre-rendered AI art
- Creator
- Quantum Quiver Games
- Reviews
- -
- Added
- Mar 18, 2026
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The background images and dogs pictures are pre-rendered AI art
No Artist Credited is a virtual gallery experience and an experiment in the capabilities and limitations of AI tools. The entire gallery was designed and constructed using instructions, themes, and art generated by one of three AI tools.
Assistance with generating some images to make them more colorful and diverse.
Sigma Squad uses generative artificial intelligence only for some promotional artwork (images only) featured on the Steam page.
I created the original sound tracks of Mad Miner 2 with artificial intelligence.
5 paintings in the game are intended to look otherworldly/nonhuman. These were created using AI and then edited to match the intended purpose.
All faces that appear in the game were AI generated, except for the actors playing Jasper Holder, Adam Holder, Cheryl Holder, and Rory 'The Cleaner'. In addition, all voice performances in the game were modified with AI assistance to preserve the privacy of the original voice actors, except for the kitchen radio newsreader and all the live actors. Nothing else was created using AI.
A very small part of the environment textures is generated by AI.
Game uses AI to generate Achivement icons. No AI was used in-game.
Optional voiceovers, localization, and minor 2D elements. Note: All core creative content—story, game & level design, original music, sounds, vfx, and 3D assets—WAS MADE by PROFESSIONAL HUMAN ARTISTS, whose work remains ESSENTIAL and irreplaceable in bringing any video game to life. Also, professional ITALIAN dub added to the game!
The development process of the game used AI to generate backgrounds, characters images, and other images such as items for hidden objects, runes for match-3, and jigsaw images. Game logo was partially generated with AI. Additionally, AI was used to generate voice-overs and some part of localizations into french and german.
I used AI to clone my modified voice to be able to dub in other languages.
Two textures in Restart were generated using AI, one of which was heavily modified afterwards.
Most of the images and all of the music used is AI generated.
AI was used to translate the game into certain languages. When selecting one of these languages for the first time, a notification appears. Additionally, a marker is displayed next to the language name in the options menu. Furthermore, AI was utilized to generate some of the graphical assets and may have been used in the creation of videos.
The only asset that was created with the help of generative AI is the cover (background of the cover for the game was made with the help of AI)
Some sound effects generated by ElevenLabs The opening title screen was created using fusionbrain
Store and library page illustration.
We used AI tools solely to refine some text and generate images for the Steam store page. No AI is used in the game itself.
I used AI to create the preview image.
The developers make use of agentic coding tools like Claude Code in their work process. In-game and store descriptions have been translated using ai-tools in the localization process.
Some in-game images are generated using AI. We would like to replace this images with an artist when we can afford it, but for now it is there. Some of the code was assisted VIA AI for teaching and troubleshooting.
Some pictures (or parts of it) are AI generated or changed via AI
Some artworks and the voice of the “chief” character were generated using AI.
Game Logo Hot Dog icon is created with the help of an AI.
The UnSeen logo is a photomontage from several AI-generated images
Some of the assets in the game are processed and implemented from the output by the generation AI.
We used AI tools for the following elements in the game: - Translation of the experimental in-game languages - Some textures (primarily wall pictures and item icons) - Three sound effects Why We Used AI: We are two developers working with limited resources and without external funding or a publisher. All other assets including 3D models, other textures, sound design, rigging, animations, story, music, and programming, were created by us. Our goal was to achieve a distinct visual and atmospheric style that avoids both hand-painted aesthetics and asset flipping. Instead, we aimed for a more grounded, realistic look, and selectively used AI tools to support this vision.
AI was just used to make code for enemies, and the camera movement. Every other piece of code is made with visual scripting tools with unity.
Achievement Images created by AI
AI use only for in-game miniatures, no in-game content uses AI.
We used Ai drawing software to generate cover images and some in-game textures
AI-generated texts and translations are partly used for the game and for marketing material.
AI image generation has been used for character graphics, backgrounds, other objects, and UI elements. AI music generation has been partially used for the music.
Some Graphics, icons or design
This game is using generative AI for placeholder voiceover, music, character portraits and other 2D artwork.
This game use AI on characters images and enemies images
Except English, Translations to other Languages have been generated by Various LLMs. Greek and French have been checked by native speakers A small amount of Sound Effects have been generated by AI.
AI generated voices are used in some of the voice acting in the game.
Some art materials are generated using AI, such as original scene paintings and character materials.
We used AI to create capsules and icon for game's store page.
The background scenery is made of real photos altered with the help of AI to translate the required atmosphere and plot elements.
Our game uses AI for minor content improvements. Specifically, we have used an AI upscaling tool to enhance the resolution of some textures and images from our 3D models. The core 3D models and all original artistic direction were created by human artists.
Some pre-rendered cover and background art in this game were created using AI-assisted tools to enhance the visual experience. All assets are carefully reviewed and edited to maintain artistic quality and integrity.
Images for the store page
Artificial intelligence was used in the coding of the game.
Some translations were completed with the assistance of AI.
AI used to create some sounds, images and help to fix scripts
The game uses radio stations, some of which are generated using AI.
AI-generated art objects
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Space Memory: Dogs In-game content art | The background images and dogs pictures are pre-rendered AI art | Quantum Quiver Games | - | Mar 18, 2026 | |
No Artist Credited In-game content arttext | No Artist Credited is a virtual gallery experience and an experiment in the capabilities and limitations of AI tools. The entire gallery was designed and constructed using instructions, themes, and art generated by one of three AI tools. | Deadbug | 12 | Mar 18, 2026 | |
Neon Testament Unclear art | Assistance with generating some images to make them more colorful and diverse. | StyxStories | - | Mar 18, 2026 | |
Sigma Squad Store/marketing art | Sigma Squad uses generative artificial intelligence only for some promotional artwork (images only) featured on the Steam page. | GBPLabs | - | Mar 18, 2026 | |
Mad Miner 2 In-game content audio | I created the original sound tracks of Mad Miner 2 with artificial intelligence. | Mercimek Games | - | Mar 18, 2026 | |
The Blackwood Legacy In-game content art | 5 paintings in the game are intended to look otherworldly/nonhuman. These were created using AI and then edited to match the intended purpose. | Connor Elsworth | - | Mar 18, 2026 | |
Ellingby House In-game content artaudio | All faces that appear in the game were AI generated, except for the actors playing Jasper Holder, Adam Holder, Cheryl Holder, and Rory 'The Cleaner'. In addition, all voice performances in the game were modified with AI assistance to preserve the privacy of the original voice actors, except for the kitchen radio newsreader and all the live actors. Nothing else was created using AI. | Jepfore Games Ltd. | 55 | Mar 18, 2026 | |
Aiphobia In-game content art | A very small part of the environment textures is generated by AI. | Andes Interactive | - | Mar 18, 2026 | |
Mayor of Woodtree Village In-game content art | Game uses AI to generate Achivement icons.
No AI was used in-game. | Pre-Tech PC Services | - | Mar 18, 2026 | |
The Empty Desk In-game content audiotextart | Optional voiceovers, localization, and minor 2D elements.
Note:
All core creative content—story, game & level design, original music, sounds, vfx, and 3D assets—WAS MADE by PROFESSIONAL HUMAN ARTISTS, whose work remains ESSENTIAL and irreplaceable in bringing any video game to life. Also, professional ITALIAN dub added to the game! | CheesecakeGames | - | Mar 18, 2026 | |
Halloween Trouble 6: Pumpkin Rampage In-game content artaudiotext | The development process of the game used AI to generate backgrounds, characters images, and other images such as items for hidden objects, runes for match-3, and jigsaw images. Game logo was partially generated with AI. Additionally, AI was used to generate voice-overs and some part of localizations into french and german. | Ironcode Gaming | - | Mar 18, 2026 | |
Path Of Balls In-game content audio | I used AI to clone my modified voice to be able to dub in other languages. | Walison Lima | - | Mar 18, 2026 | |
The Human Test / Restart In-game content art | Two textures in Restart were generated using AI, one of which was heavily modified afterwards. | Jesse Aidyn | - | Mar 18, 2026 | |
The Immemorial Order II Sisters of Darkness In-game content artaudio | Most of the images and all of the music used is AI generated. | Dan Gibson | 11 | Mar 18, 2026 | |
Artifact Seekers 1 In-game content textart | AI was used to translate the game into certain languages. When selecting one of these languages for the first time, a notification appears. Additionally, a marker is displayed next to the language name in the options menu.
Furthermore, AI was utilized to generate some of the graphical assets and may have been used in the creation of videos. | FIVE-BN GAMES | 155 | Mar 18, 2026 | |
Dunes Of Raeth Store/marketing art | The only asset that was created with the help of generative AI is the cover (background of the cover for the game was made with the help of AI) | Kalempirion Studios 13 | - | Mar 18, 2026 | |
Ludovischi Survivors In-game content audioart | Some sound effects generated by ElevenLabs
The opening title screen was created using fusionbrain | TaisslavDobrinin | - | Mar 18, 2026 | |
Zombiemachia Store/marketing art | Store and library page illustration. | Kornux Games | - | Mar 18, 2026 | |
Core Containment Store/marketing textart | We used AI tools solely to refine some text and generate images for the Steam store page. No AI is used in the game itself. | Galaxy X Studio | - | Mar 18, 2026 | |
Banisher Store/marketing art | I used AI to create the preview image. | CreakGames | - | Mar 18, 2026 | |
Pegged In-game content codetext | The developers make use of agentic coding tools like Claude Code in their work process.
In-game and store descriptions have been translated using ai-tools in the localization process. | Summer Break Games | - | Mar 18, 2026 | |
Deep in Enemy Territory In-game content artcode | Some in-game images are generated using AI. We would like to replace this images with an artist when we can afford it, but for now it is there.
Some of the code was assisted VIA AI for teaching and troubleshooting. | CowDogGames | - | Mar 18, 2026 | |
Monday the 14th Store/marketing art | Some pictures (or parts of it) are AI generated or changed via AI | C0spio | - | Mar 18, 2026 | |
Im Bann Der Dunklen Jagd In-game content artaudio | Some artworks and the voice of the “chief” character were generated using AI. | smi. | 180 | Mar 18, 2026 | |
Hot Dog Simulator In-game content art | Game Logo Hot Dog icon is created with the help of an AI. | Han GAMES | - | Mar 18, 2026 | |
UnSeen Store/marketing art | The UnSeen logo is a photomontage from several AI-generated images | Tenebos | - | Mar 18, 2026 | |
Cats Fishing for Cats In-game content artaudiocodetext | Some of the assets in the game are processed and implemented from the output by the generation AI. | 1st-impact co.,Ltd. | 50 | Mar 18, 2026 | |
Care In-game content textartaudio | We used AI tools for the following elements in the game:
- Translation of the experimental in-game languages
- Some textures (primarily wall pictures and item icons)
- Three sound effects
Why We Used AI:
We are two developers working with limited resources and without external funding or a publisher.
All other assets including 3D models, other textures, sound design, rigging, animations, story, music, and programming, were created by us.
Our goal was to achieve a distinct visual and atmospheric style that avoids both hand-painted aesthetics and asset flipping. Instead, we aimed for a more grounded, realistic look, and selectively used AI tools to support this vision. | The Pocket Dimension | 65 | Mar 18, 2026 | |
Dreamstate Dev only code | AI was just used to make code for enemies, and the camera movement. Every other piece of code is made with visual scripting tools with unity. | 8:95games | - | Mar 18, 2026 | |
It's A Farmer Thing Store/marketing art | Achievement Images created by AI | Giftzwerg Games | - | Mar 18, 2026 | |
Shadow's Descent Dev only art | AI use only for in-game miniatures, no in-game content uses AI. | Cornet Dev | - | Mar 18, 2026 | |
Be touch-and-go In-game content art | We used Ai drawing software to generate cover images and some in-game textures | FuQianDeBiFang | - | Mar 18, 2026 | |
Neon Highways In-game content text | AI-generated texts and translations are partly used for the game and for marketing material. | Flowbit Studio | 14 | Mar 18, 2026 | |
Bistro Brave In-game content artaudio | AI image generation has been used for character graphics, backgrounds, other objects, and UI elements.
AI music generation has been partially used for the music. | NRNR STUDIO | - | Mar 18, 2026 | |
My Happy Village in the Kingdom Unclear art | Some Graphics, icons or design | ima shouganai | - | Mar 18, 2026 | |
Wild West Pioneers In-game content audioart | This game is using generative AI for placeholder voiceover, music, character portraits and other 2D artwork. | EmpireCraft Studios | - | Mar 18, 2026 | |
銀峯川樽 In-game content art | This game use AI on characters images and enemies images | MISHRA GAMES | - | Mar 18, 2026 | |
Transfer In-game content textaudio | Except English, Translations to other Languages have been generated by Various LLMs. Greek and French have been checked by native speakers
A small amount of Sound Effects have been generated by AI. | Maximus Aktypis | - | Mar 18, 2026 | |
Fallen Kings In-game content audio | AI generated voices are used in some of the voice acting in the game. | Takeadat Games | - | Mar 18, 2026 | |
酆都战记 In-game content art | Some art materials are generated using AI, such as original scene paintings and character materials. | Fun Workshop | - | Mar 18, 2026 | |
Road Motel Simulator In-game content art | We used AI to create capsules and icon for game's store page. | Unnamed Devs | - | Mar 18, 2026 | |
Signed Mary In-game content art | The background scenery is made of real photos altered with the help of AI to translate the required atmosphere and plot elements. | Moț Andrei Laurențiu | 21 | Mar 18, 2026 | |
Relictus: Blackout In-game content art | Our game uses AI for minor content improvements. Specifically, we have used an AI upscaling tool to enhance the resolution of some textures and images from our 3D models. The core 3D models and all original artistic direction were created by human artists. | Grostphere Arts | 13 | Mar 18, 2026 | |
League Of Tacticians In-game content art | Some pre-rendered cover and background art in this game were created using AI-assisted tools to enhance the visual experience. All assets are carefully reviewed and edited to maintain artistic quality and integrity. | Oba Games | 12 | Mar 18, 2026 | |
Top Alert Store/marketing art | Images for the store page | StudioETC | - | Mar 18, 2026 | |
Future Projection Dev only code | Artificial intelligence was used in the coding of the game. | Ahmet Taha Keklik | - | Mar 18, 2026 | |
Die Deep In-game content text | Some translations were completed with the assistance of AI. | PINIX | - | Mar 18, 2026 | |
MARINES VS GOD In-game content artaudiocode | AI used to create some sounds, images and help to fix scripts | Marines vs God team | - | Mar 18, 2026 | |
O.T.B.R.O.S.: Haze of Kazantip In-game content audio | The game uses radio stations, some of which are generated using AI. | TXC | - | Mar 18, 2026 | |
Asylum of the Forsaken Unclear art | AI-generated art objects | GOOSE GAME LTD | - | Mar 18, 2026 |