Some of this game's shipped assets were created with the assistance of generative AI and then manually curated and edited by the developers: background artwork (landscape silhouettes), the current music tracks (temporary, until our hand-crafted soundtrack is finished), and parts of the English localization. No content is generated by AI at runtime, and the game does not connect to any AI services.
Generative AI was used to create some temporary artwork for the Steam store page and related marketing materials while the game is still in production. These assets are reviewed and curated by the development team and WILL be replaced with final production artwork before release. Generative AI is not used to generate content during gameplay.
AI was used to create textures, some of the code, create a player model and rig it for animation. The sounds of footsteps, goals and ball bounces, albeit mastered, started as AI generated before being edited and mastered. Localization languages were also created by AI. (Therefore any corrections will be welcome)
Animations, music, game design, and all other elements of creativity are the work of a human exclusively.
Badgerworks Studios will never rely on AI for creativity, music, ideas for games, and once an artist has been hired, AI models either. Due to lack of in-house ability to rig models or create them from scratch, the current player model was generated and rigged (skeleton matched to model) by AI. Animations were hand made, but on the AI created and rigged model.
No AI, LLM, of frontier models are being called during game play nor will any introduced features be allowed to do so.
Terran Dawn is a solo-developed game, and generative AI tools were used
during its production. Everything AI-assisted is created ahead of time and
shipped as fixed files inside the build: the game generates nothing while
you play, contacts no AI service at runtime, and sends no player data
anywhere.
Where these tools were used:
- 3D assets: ship, station and building meshes were produced with AI
text-to-3D generation, then rescaled, re-oriented, re-textured and
hand-corrected to fit the engine.
- 2D art and textures: interface illustrations, encyclopedia art and some
surface textures were generated from hand-written prompts and edited
afterwards.
- Sound effects: a portion of the weapon, interface and explosion sounds
were generated with AI audio tools, then trimmed and mixed by hand.
- Music: the soundtrack was created with AI music generation.
- Voice-over: mission briefings and in-mission radio lines are AI
text-to-speech, performed from scripts written by the developer.
- Video transmissions: the in-game character broadcasts use a licensed
synthetic presenter and synthetic voice to deliver dialogue written by
the developer.
- Translation: the game's text was translated into its supported languages
with the help of an AI language model.
- Some of the game's source code was written with AI coding assistants.
The game's design, story, missions, rules and balance are written by the
developer. No generative AI runs while the game is playing.
Generative AI tools were used during development to assist with programming and implementation. The developer created the original game and codebase, with AI assistance used to modify and expand portions of the code, including implementation of the graphics and other visual/gameplay elements.
Some visual assets and text content used in this game were created or assisted by generative artificial intelligence tools. All AI-generated content has been reviewed, edited, and integrated by the development team to ensure consistency with the game's design and quality standards.
Generative AI was used during development to create and iterate on selected pre-rendered 2D artwork, environmental textures, decals, and billboard/sign graphics. These assets were selected, edited, processed, and integrated by the developer. No AI content is generated during gameplay, and the game does not connect to external AI services.
All visual assets, audio, course designs / implementations are human created. The aim was to ensure all creative elements were human created with the majority coming from the original Xbox Indie Game.
Generative AI was used to port between the now defunct Xbox Indie (XGFW) platform to a modern platform (MonoGame) and to move to modern graphics cards (shaders). It was also used to add additional, optional, CRT visual modes and to do non-creative changes including identifying and resolving bugs and optimising play to improve framerate and minimum requirements.
Generative AI tools were used during the development of ScrapBound to assist with the creation of some visual and audio assets. AI-generated imagery was used as a starting point for various game assets, which were then modified, edited, and integrated to fit the game's visual style. Many of these assets will over time be replaced as the development of the game continues.
- AI coding agents were used to assist with general game programming for Sudden Death Golf in order to iterate over gameplay ideas faster as a solo dev
- Some parts of in-game UI/UX design were created with the assist of AI
- No 3D models or textures were made with AI. Most were made by hand by me, some were bought or commissioned
Development of PUCKVPUCK was assisted by an AI coding assistant. It helped write and review the game's code — including the sound effects, which are synthesised mathematically in code rather than recorded or sampled — and it drafted text for this store page. No AI image, audio or video generation models were used: the visuals are drawn procedurally by hand-written code, every screenshot and trailer clip is real captured gameplay, and all music was written and performed by the developers. Nothing is generated live while you play.
This work incorporates the use of generative artificial intelligence (AI) in the following areas:
Parts of the artwork, parts of the sound, and localization.
Background music was generated with Suno. Background images and character sprites were generated with image-generation AI (Google Gemini, Pollo AI), then curated and edited by the developer. Much of the program code was written with an AI coding assistant (Claude Code) under the developer's direction and review. Game design and sound effects are the developer's own work. No content is generated by AI at runtime.
No live AI generation is used during gameplay. TinSpring Soccer's boards, characters, textures, and sounds are produced procedurally by game code. AI tools were used under developer direction for implementation, localization, and selected store page artwork.
As a solo developer, I used AI-assisted tools to support development, including implementation and some audio-related work. All final content was reviewed and edited by me. Character sprite art is hand-drawn, and the game does not use generative AI while running.
AI tools were used during development to assist with concept art, visual references, and certain promotional assets. All gameplay systems, mechanics, and core design were created and implemented by the development team.
AI was used strictly as a supportive tool and does not directly control gameplay or player experience.
MonsterBash includes pre-generated AI-assisted artwork for certain menu backgrounds and between-level illustrations. All AI-generated assets were reviewed, edited, and integrated by the developer. No AI-generated content is created during gameplay.
Some marketing materials for this game were made with generative AI: the trailer's narration uses an AI text-to-speech voice, and parts of this store page were drafted with AI assistance.
Nothing inside the game is AI-generated. The soundtrack is human-composed music licensed for commercial use, all artwork and logos are drawn programmatically by the game's own code, and every screenshot is captured from real gameplay. The game generates no AI content while you play.
Some art assets in this game (character models and Music) were initially created with the assistance of AI generation tools, then reviewed, edited, and integrated into the game by the development team. The game does not generate any content with AI at runtime.
Some desk doodle or promotional art assets may have been created with AI-assisted tools and edited by the developer before being included in the game. No real-time generative AI is used during gameplay.
Generative AI was used to create selected voice performances (including the in-game commentator) as well as concept artwork and promotional illustrations. All AI-generated assets were reviewed, edited, and integrated by the developer.
Power Pony Drift uses AI-generated content that was created during development, and every piece was reviewed, edited, and curated by the developer before being included:
- Character models: The base 3D pony models were generated with AI tools, then hand-rigged, animated, and tuned for the game.
- Audio: The music tracks and some sound effects and voice lines were generated with AI audio tools.
No content is generated while you play — the game contains no runtime AI systems, AI chatbots, or live-generated content. Store page artwork is composited from in-game footage.
AI tools were used during development to assist with writing code, and to produce two categories of content shipped with the game: the original synthwave soundtrack (composed with AI music generation, curated and selected by the developer) and the interface translations for the non-English languages (reviewed by the developer). Some store page text was also drafted with AI assistance. All in-game worlds are generated procedurally by hand-written algorithms — no AI content is generated at runtime.
Some of Blobkey's visual assets were created with the help of generative AI, including character and face art, arena background imagery, menu background art, and imagery used in the trailer. All AI-generated content was produced during development and is baked into the game. No AI content is generated live during gameplay.
Some music and assets in this game were created with generative AI tools, then manually reworked and adapted by the developer. The game design, code and integration are the developer's own work.
Some visual assets and visual reference material used during development were created with the assistance of generative AI tools.
All final assets are reviewed, edited, and curated by me before use. I use these tools to support and enhance my own ideas and designs, not to replace the creative process.
Good, honest call — AI-generated art means you disclose it, and Steam shows this text publicly on your page. Here's a clean, accurate disclosure message:
Some of the visual assets in this game (such as card artwork and illustrations) were created with the assistance of generative AI tools. All AI-generated content was reviewed and curated by the developer. The game's design, code, and gameplay are human-authored.
Generative AI tools were used during development to assist with drafting, revising, and refactoring portions of the game’s source code. It was reviewed, edited, compiled, and tested by the developer before inclusion.
Some of this game's shipped assets were created with the assistance of generative AI and then manually curated and edited by the developers: background artwork (landscape silhouettes), the current music tracks (temporary, until our hand-crafted soundtrack is finished), and parts of the English localization. No content is generated by AI at runtime, and the game does not connect to any AI services.
Generative AI was used to create some temporary artwork for the Steam store page and related marketing materials while the game is still in production. These assets are reviewed and curated by the development team and WILL be replaced with final production artwork before release. Generative AI is not used to generate content during gameplay.
AI was used to create textures, some of the code, create a player model and rig it for animation. The sounds of footsteps, goals and ball bounces, albeit mastered, started as AI generated before being edited and mastered. Localization languages were also created by AI. (Therefore any corrections will be welcome)
Animations, music, game design, and all other elements of creativity are the work of a human exclusively.
Badgerworks Studios will never rely on AI for creativity, music, ideas for games, and once an artist has been hired, AI models either. Due to lack of in-house ability to rig models or create them from scratch, the current player model was generated and rigged (skeleton matched to model) by AI. Animations were hand made, but on the AI created and rigged model.
No AI, LLM, of frontier models are being called during game play nor will any introduced features be allowed to do so.
Terran Dawn is a solo-developed game, and generative AI tools were used
during its production. Everything AI-assisted is created ahead of time and
shipped as fixed files inside the build: the game generates nothing while
you play, contacts no AI service at runtime, and sends no player data
anywhere.
Where these tools were used:
- 3D assets: ship, station and building meshes were produced with AI
text-to-3D generation, then rescaled, re-oriented, re-textured and
hand-corrected to fit the engine.
- 2D art and textures: interface illustrations, encyclopedia art and some
surface textures were generated from hand-written prompts and edited
afterwards.
- Sound effects: a portion of the weapon, interface and explosion sounds
were generated with AI audio tools, then trimmed and mixed by hand.
- Music: the soundtrack was created with AI music generation.
- Voice-over: mission briefings and in-mission radio lines are AI
text-to-speech, performed from scripts written by the developer.
- Video transmissions: the in-game character broadcasts use a licensed
synthetic presenter and synthetic voice to deliver dialogue written by
the developer.
- Translation: the game's text was translated into its supported languages
with the help of an AI language model.
- Some of the game's source code was written with AI coding assistants.
The game's design, story, missions, rules and balance are written by the
developer. No generative AI runs while the game is playing.
Generative AI tools were used during development to assist with programming and implementation. The developer created the original game and codebase, with AI assistance used to modify and expand portions of the code, including implementation of the graphics and other visual/gameplay elements.
Some visual assets and text content used in this game were created or assisted by generative artificial intelligence tools. All AI-generated content has been reviewed, edited, and integrated by the development team to ensure consistency with the game's design and quality standards.
Generative AI was used during development to create and iterate on selected pre-rendered 2D artwork, environmental textures, decals, and billboard/sign graphics. These assets were selected, edited, processed, and integrated by the developer. No AI content is generated during gameplay, and the game does not connect to external AI services.
All visual assets, audio, course designs / implementations are human created. The aim was to ensure all creative elements were human created with the majority coming from the original Xbox Indie Game.
Generative AI was used to port between the now defunct Xbox Indie (XGFW) platform to a modern platform (MonoGame) and to move to modern graphics cards (shaders). It was also used to add additional, optional, CRT visual modes and to do non-creative changes including identifying and resolving bugs and optimising play to improve framerate and minimum requirements.
Generative AI tools were used during the development of ScrapBound to assist with the creation of some visual and audio assets. AI-generated imagery was used as a starting point for various game assets, which were then modified, edited, and integrated to fit the game's visual style. Many of these assets will over time be replaced as the development of the game continues.
- AI coding agents were used to assist with general game programming for Sudden Death Golf in order to iterate over gameplay ideas faster as a solo dev
- Some parts of in-game UI/UX design were created with the assist of AI
- No 3D models or textures were made with AI. Most were made by hand by me, some were bought or commissioned
Development of PUCKVPUCK was assisted by an AI coding assistant. It helped write and review the game's code — including the sound effects, which are synthesised mathematically in code rather than recorded or sampled — and it drafted text for this store page. No AI image, audio or video generation models were used: the visuals are drawn procedurally by hand-written code, every screenshot and trailer clip is real captured gameplay, and all music was written and performed by the developers. Nothing is generated live while you play.
This work incorporates the use of generative artificial intelligence (AI) in the following areas:
Parts of the artwork, parts of the sound, and localization.
Background music was generated with Suno. Background images and character sprites were generated with image-generation AI (Google Gemini, Pollo AI), then curated and edited by the developer. Much of the program code was written with an AI coding assistant (Claude Code) under the developer's direction and review. Game design and sound effects are the developer's own work. No content is generated by AI at runtime.
No live AI generation is used during gameplay. TinSpring Soccer's boards, characters, textures, and sounds are produced procedurally by game code. AI tools were used under developer direction for implementation, localization, and selected store page artwork.
As a solo developer, I used AI-assisted tools to support development, including implementation and some audio-related work. All final content was reviewed and edited by me. Character sprite art is hand-drawn, and the game does not use generative AI while running.
AI tools were used during development to assist with concept art, visual references, and certain promotional assets. All gameplay systems, mechanics, and core design were created and implemented by the development team.
AI was used strictly as a supportive tool and does not directly control gameplay or player experience.
MonsterBash includes pre-generated AI-assisted artwork for certain menu backgrounds and between-level illustrations. All AI-generated assets were reviewed, edited, and integrated by the developer. No AI-generated content is created during gameplay.
Some marketing materials for this game were made with generative AI: the trailer's narration uses an AI text-to-speech voice, and parts of this store page were drafted with AI assistance.
Nothing inside the game is AI-generated. The soundtrack is human-composed music licensed for commercial use, all artwork and logos are drawn programmatically by the game's own code, and every screenshot is captured from real gameplay. The game generates no AI content while you play.
Some art assets in this game (character models and Music) were initially created with the assistance of AI generation tools, then reviewed, edited, and integrated into the game by the development team. The game does not generate any content with AI at runtime.
Some desk doodle or promotional art assets may have been created with AI-assisted tools and edited by the developer before being included in the game. No real-time generative AI is used during gameplay.
Generative AI was used to create selected voice performances (including the in-game commentator) as well as concept artwork and promotional illustrations. All AI-generated assets were reviewed, edited, and integrated by the developer.
Power Pony Drift uses AI-generated content that was created during development, and every piece was reviewed, edited, and curated by the developer before being included:
- Character models: The base 3D pony models were generated with AI tools, then hand-rigged, animated, and tuned for the game.
- Audio: The music tracks and some sound effects and voice lines were generated with AI audio tools.
No content is generated while you play — the game contains no runtime AI systems, AI chatbots, or live-generated content. Store page artwork is composited from in-game footage.
AI tools were used during development to assist with writing code, and to produce two categories of content shipped with the game: the original synthwave soundtrack (composed with AI music generation, curated and selected by the developer) and the interface translations for the non-English languages (reviewed by the developer). Some store page text was also drafted with AI assistance. All in-game worlds are generated procedurally by hand-written algorithms — no AI content is generated at runtime.
Some of Blobkey's visual assets were created with the help of generative AI, including character and face art, arena background imagery, menu background art, and imagery used in the trailer. All AI-generated content was produced during development and is baked into the game. No AI content is generated live during gameplay.
Some music and assets in this game were created with generative AI tools, then manually reworked and adapted by the developer. The game design, code and integration are the developer's own work.
Some visual assets and visual reference material used during development were created with the assistance of generative AI tools.
All final assets are reviewed, edited, and curated by me before use. I use these tools to support and enhance my own ideas and designs, not to replace the creative process.
Good, honest call — AI-generated art means you disclose it, and Steam shows this text publicly on your page. Here's a clean, accurate disclosure message:
Some of the visual assets in this game (such as card artwork and illustrations) were created with the assistance of generative AI tools. All AI-generated content was reviewed and curated by the developer. The game's design, code, and gameplay are human-authored.
Generative AI tools were used during development to assist with drafting, revising, and refactoring portions of the game’s source code. It was reviewed, edited, compiled, and tested by the developer before inclusion.