AI was used for some code generation and as part of a technique for cleaning-up of 3D scans. 3D scans were created of real lightguns using both a laser based scanner and photogrammetry, and then both models were combined using a frontier AI model for a final clean 3D scan results with higher quality game-ready topography and polycounts.
Pre-generated AI artwork was used for characters, enemies, bosses, environments, interface icons, and store and promotional artwork. These assets were selected, edited, and integrated during development. The game does not generate AI content during play or connect to external AI services.
Generative AI was used to draft text only: the in-game interface strings, the achievement names and descriptions, their translations into 13 non-English languages, and this store page. All of it was reviewed and edited by the developer before release.
No AI-generated images, audio or video are used. This game ships with no image or audio files at all — every shape, sound and note is produced by the game's own code at run time.
Nothing is generated while you play. The game makes no network calls and contacts no AI service.
Pre-generated AI content: TROPHY FLEET's visual assets and its synthetic character voice performances were produced using AI image and voice generation as a starting point during development. Every generated asset was then selected, chroma-keyed against a solid key background, retouched, resized and hand-aligned by the developer before shipping. Boss artwork is collision-aligned to gameplay: each visible weak point on a boss sprite corresponds to an actual targetable hitbox at that exact position. Source masters and shipped runtime assets are both retained in the project repository.
The soundtrack is not AI-generated. It consists of 39 CC0-licensed music tracks, curated per world and normalized to -16 LUFS, with full attribution shipped in the game's THIRD_PARTY_NOTICES file.
All game design, code, level authoring, enemy behaviour, boss mechanics and balance systems are the developer's own work.
The game generates no content while it is running. It sends no player data or prompts to any AI service or any other service, requires no network connection, and functions fully offline.
Generative AI tools were used throughout development to create all of the game's visual art assets and program code, as well as localization and promotional materials. All outputs were directed, reviewed, edited, tested, and integrated under the developer's supervision. The game does not generate AI content during gameplay or connect to external AI services.
This game uses AI-generated images for some of its backgrounds, obstacles, collectible items, UI, fonts, logo, and visual effects, and an AI-generated sound effect on the results screen. Character designs were primarily hand-drawn by REBORNSMITH's designers, with generative AI used as an assistive tool in places. Generative AI tools were also used for some of the background music and parts of the promotional trailer. All AI-assisted content was reviewed and edited by our team. The game does not generate any images, audio, or text with AI during gameplay.
This game uses assets created with the help of generative AI. The generated material was selected and edited by the developer before being included in the game.
"Generative Artificial Intelligence was used to assist in the creation of 2D visual assets for this game, including the store page promotional artwork and in-game UI graphics."
Pre-generated content only. No AI runs while the game is played.
Some monster and boss sprites were generated with PixelLab (an AI pixel-art tool) and then hand-edited, cut into animation strips and cleaned up by the developer. A few background art pieces, such as arcade machine sheets and map-card thumbnails, were generated with Google Gemini and then reworked by hand. The music soundtrack was generated with Suno on a paid licence. Some store page art may be based on these assets.
All gameplay code, the level design, the rest of the sprite art, UI, sound effects and all text were made by the developer without generative AI. The game does not generate any content at runtime.
We used generative AI tools during development to assist with some pre-rendered content: drafting store page text, producing UI layout mockups and some UI sprite assets, and generating base meshes for a portion of 3D props (which were then reviewed and edited by the team). All gameplay, code logic, and final art direction were created and approved by the developers. The game does not generate any content with AI at runtime.
Development used generative AI tools to create pre-generated visual assets: seven battlefield and escalation backgrounds, twenty-six combat-art atlases, and one progression-card atlas (34 bitmap files total). AI tools also helped translate the store page and in-game text from the original, manually written English into eight languages. All generated content is pre-generated and curated; the game does not generate content while running. No third-party logos, characters, or source art were used as image-generation references.
Generative AI tools were used during development to assist with selected pre-generated visual references, 3D vehicle and cosmetic assets, promotional images and video, and draft localization. All AI-assisted content was reviewed, edited, curated, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
This game is currently in pre-alpha, and its visual assets are still evolving.
Generative AI has been used as part of the asset creation process to help achieve more detailed and varied visuals than a purely simplistic low-poly approach. AI-generated elements are extensively iterated, customized, and integrated specifically for this game under direct developer oversight.
The current assets should not be considered final. As development progresses, we plan to replace and improve them with better versions as the game's visual direction and production evolve.
Generative AI was used in the development of this game.
No generative AI runs during gameplay, and the game does not connect to any
external AI service.
Some of the game's 2D art — backgrounds, obstacle textures, sticker
illustrations and the logo — was created with the help of generative AI
tools during development. All of it was reviewed, edited and assembled by
the developer. Part of the game's source code was also written with AI
assistance. The game itself contains no AI models and generates nothing at
runtime: every asset ships as a fixed file.
Starflare Dominion uses generative AI in two ways. Some visual assets, music, and sound effects were created with assistance from generative AI tools and were selected, edited, processed, and integrated by Whimstead LLC. During Story play, hosted OpenAI models may generate bounded narrative text, including pilot backgrounds, quotes, Cantina news, Old Man Rich stories, campaign consequences, and final legends. Players do not directly prompt an unrestricted chatbot. Generated text is checked by structured rules and validators, with retries and curated local fallback content when needed.
During our creative processes, we may use modern digital tools that include AI-based features to assist with content creation, such as language translation or voice acting. This helps us stay innovative without losing sight of what makes our games truly unique, while ensuring the final product preserves the distinctive style and quality our development team strives for.
This game's text localization into multiple languages was assisted by AI translation tools. Three background music tracks, licensed from Pixabay, were AI-created or AI-modified by their original creators. All other artwork, audio, and game assets are human-made or sourced from licensed marketplaces — no other AI-generated content is used.
I leveraged AI tools to bring my game concept to life, with AI assistance in coding, artwork, and the Steam store page. I want to assure you that this game was built through genuine collaboration between myself and AI—working together to create a better, more enjoyable experience.
Generative AI tools were used in the development of this game, including character art and sprites, backgrounds and environment art, sound effects and music, in-game text and narrative content, and store page assets such as screenshots and marketing images. All AI-assisted content was reviewed and curated by the developer before being included in the game.
All final visuals of the game are created and finalized by our art team. AI-assisted tools are used only during the early concept and ideation stages. All visual assets in the final version are manually created, refined, and finalized by our artists.
Some pre-rendered art assets (enemy and background artwork) and localization were created with generative AI tools under human direction, then manually cleaned up and integrated by the developers. Development used AI-assisted coding tools. No content is AI-generated at runtime.
We are a small studio with only six people actively involved in development. For teams like ours, generative AI is a supportive tool that helps us realize a creative vision that would otherwise be completely out of reach within our budget. It allows us to focus on what we love doing most: creating games. We view AI strictly as a practical toolset.
Here is how we utilized generative AI in our game:
• Visual Assets: We use generative AI for both concept art and in-game graphics. The vast majority of these AI-generated images are manually modified, iterated upon, and finalized by our artist. We have not replaced any jobs; our games simply feature richer visual assets.
• Audio & Voice-over: Voice-over (VO) lines and several music tracks were generated using AI.
• Proofreading: We utilize AI to proofread our texts and scripts.
Generative AI tools were used for pre-rendered character portraits, title/key artwork and other game illustrations, portions of promotional video and audio, marketing artwork, and assistance with localized text. These assets and text were reviewed and edited for the game. Orderfall does not generate AI content during gameplay or connect to an external AI service. The live-action-style Captain Cook teaser is dramatized promotional footage; the game itself uses pixel-art graphics.
Generative AI was used during development to assist in creating some pre-generated visual assets, character artwork, backgrounds, and promotional images. All AI-assisted content was reviewed and selected by the developer before inclusion in the game. No generative AI is used during gameplay, and the game does not connect to any external AI service.
Generative AI was used solely to assist with translation, localization, and language editing of written text. This includes localization of Steam store-page descriptions and translation or language correction of in-game text, primarily from Portuguese into English. No AI-generated artwork, audio, gameplay content, or live-generated AI content is included in the game.
Generative AI tools helped create and refine some concept art, and marketing images for this game. The game does not generate new AI content while you play.
Some of the art, music, voice-over and cinematic clips in Synapse Grid were produced with generative AI tools during development, then edited, curated and directed for release. Nothing is generated while you play.
The tools used, and what each produced:
Google Gemini - concept art and texture reference
ACE-Step - original music tracks
MiniMax-Music3 - original music tiles
IndexTTS - cast voice-over
MiniMax H3 (via ComfyUI) - tutorial and transmission video clips
All of this content was generated for this project. No third party's personal media, voice or likeness is used. The same list is shown in the game's own credits screen.
Separately, the opponent riders use a neural network trained by self-play. That system decides how a bike steers; it does not generate any art, audio or text that you see or hear.
AI tools were used during development solely to assist with coding, including identifying and fixing bugs and making minor code corrections and improvements. AI does not generate any content for players during gameplay.
AI was used for some code generation and as part of a technique for cleaning-up of 3D scans. 3D scans were created of real lightguns using both a laser based scanner and photogrammetry, and then both models were combined using a frontier AI model for a final clean 3D scan results with higher quality game-ready topography and polycounts.
Pre-generated AI artwork was used for characters, enemies, bosses, environments, interface icons, and store and promotional artwork. These assets were selected, edited, and integrated during development. The game does not generate AI content during play or connect to external AI services.
Generative AI was used to draft text only: the in-game interface strings, the achievement names and descriptions, their translations into 13 non-English languages, and this store page. All of it was reviewed and edited by the developer before release.
No AI-generated images, audio or video are used. This game ships with no image or audio files at all — every shape, sound and note is produced by the game's own code at run time.
Nothing is generated while you play. The game makes no network calls and contacts no AI service.
Pre-generated AI content: TROPHY FLEET's visual assets and its synthetic character voice performances were produced using AI image and voice generation as a starting point during development. Every generated asset was then selected, chroma-keyed against a solid key background, retouched, resized and hand-aligned by the developer before shipping. Boss artwork is collision-aligned to gameplay: each visible weak point on a boss sprite corresponds to an actual targetable hitbox at that exact position. Source masters and shipped runtime assets are both retained in the project repository.
The soundtrack is not AI-generated. It consists of 39 CC0-licensed music tracks, curated per world and normalized to -16 LUFS, with full attribution shipped in the game's THIRD_PARTY_NOTICES file.
All game design, code, level authoring, enemy behaviour, boss mechanics and balance systems are the developer's own work.
The game generates no content while it is running. It sends no player data or prompts to any AI service or any other service, requires no network connection, and functions fully offline.
Generative AI tools were used throughout development to create all of the game's visual art assets and program code, as well as localization and promotional materials. All outputs were directed, reviewed, edited, tested, and integrated under the developer's supervision. The game does not generate AI content during gameplay or connect to external AI services.
This game uses AI-generated images for some of its backgrounds, obstacles, collectible items, UI, fonts, logo, and visual effects, and an AI-generated sound effect on the results screen. Character designs were primarily hand-drawn by REBORNSMITH's designers, with generative AI used as an assistive tool in places. Generative AI tools were also used for some of the background music and parts of the promotional trailer. All AI-assisted content was reviewed and edited by our team. The game does not generate any images, audio, or text with AI during gameplay.
This game uses assets created with the help of generative AI. The generated material was selected and edited by the developer before being included in the game.
"Generative Artificial Intelligence was used to assist in the creation of 2D visual assets for this game, including the store page promotional artwork and in-game UI graphics."
Pre-generated content only. No AI runs while the game is played.
Some monster and boss sprites were generated with PixelLab (an AI pixel-art tool) and then hand-edited, cut into animation strips and cleaned up by the developer. A few background art pieces, such as arcade machine sheets and map-card thumbnails, were generated with Google Gemini and then reworked by hand. The music soundtrack was generated with Suno on a paid licence. Some store page art may be based on these assets.
All gameplay code, the level design, the rest of the sprite art, UI, sound effects and all text were made by the developer without generative AI. The game does not generate any content at runtime.
We used generative AI tools during development to assist with some pre-rendered content: drafting store page text, producing UI layout mockups and some UI sprite assets, and generating base meshes for a portion of 3D props (which were then reviewed and edited by the team). All gameplay, code logic, and final art direction were created and approved by the developers. The game does not generate any content with AI at runtime.
Development used generative AI tools to create pre-generated visual assets: seven battlefield and escalation backgrounds, twenty-six combat-art atlases, and one progression-card atlas (34 bitmap files total). AI tools also helped translate the store page and in-game text from the original, manually written English into eight languages. All generated content is pre-generated and curated; the game does not generate content while running. No third-party logos, characters, or source art were used as image-generation references.
Generative AI tools were used during development to assist with selected pre-generated visual references, 3D vehicle and cosmetic assets, promotional images and video, and draft localization. All AI-assisted content was reviewed, edited, curated, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
This game is currently in pre-alpha, and its visual assets are still evolving.
Generative AI has been used as part of the asset creation process to help achieve more detailed and varied visuals than a purely simplistic low-poly approach. AI-generated elements are extensively iterated, customized, and integrated specifically for this game under direct developer oversight.
The current assets should not be considered final. As development progresses, we plan to replace and improve them with better versions as the game's visual direction and production evolve.
Generative AI was used in the development of this game.
No generative AI runs during gameplay, and the game does not connect to any
external AI service.
Some of the game's 2D art — backgrounds, obstacle textures, sticker
illustrations and the logo — was created with the help of generative AI
tools during development. All of it was reviewed, edited and assembled by
the developer. Part of the game's source code was also written with AI
assistance. The game itself contains no AI models and generates nothing at
runtime: every asset ships as a fixed file.
Starflare Dominion uses generative AI in two ways. Some visual assets, music, and sound effects were created with assistance from generative AI tools and were selected, edited, processed, and integrated by Whimstead LLC. During Story play, hosted OpenAI models may generate bounded narrative text, including pilot backgrounds, quotes, Cantina news, Old Man Rich stories, campaign consequences, and final legends. Players do not directly prompt an unrestricted chatbot. Generated text is checked by structured rules and validators, with retries and curated local fallback content when needed.
During our creative processes, we may use modern digital tools that include AI-based features to assist with content creation, such as language translation or voice acting. This helps us stay innovative without losing sight of what makes our games truly unique, while ensuring the final product preserves the distinctive style and quality our development team strives for.
This game's text localization into multiple languages was assisted by AI translation tools. Three background music tracks, licensed from Pixabay, were AI-created or AI-modified by their original creators. All other artwork, audio, and game assets are human-made or sourced from licensed marketplaces — no other AI-generated content is used.
I leveraged AI tools to bring my game concept to life, with AI assistance in coding, artwork, and the Steam store page. I want to assure you that this game was built through genuine collaboration between myself and AI—working together to create a better, more enjoyable experience.
Generative AI tools were used in the development of this game, including character art and sprites, backgrounds and environment art, sound effects and music, in-game text and narrative content, and store page assets such as screenshots and marketing images. All AI-assisted content was reviewed and curated by the developer before being included in the game.
All final visuals of the game are created and finalized by our art team. AI-assisted tools are used only during the early concept and ideation stages. All visual assets in the final version are manually created, refined, and finalized by our artists.
Some pre-rendered art assets (enemy and background artwork) and localization were created with generative AI tools under human direction, then manually cleaned up and integrated by the developers. Development used AI-assisted coding tools. No content is AI-generated at runtime.
We are a small studio with only six people actively involved in development. For teams like ours, generative AI is a supportive tool that helps us realize a creative vision that would otherwise be completely out of reach within our budget. It allows us to focus on what we love doing most: creating games. We view AI strictly as a practical toolset.
Here is how we utilized generative AI in our game:
• Visual Assets: We use generative AI for both concept art and in-game graphics. The vast majority of these AI-generated images are manually modified, iterated upon, and finalized by our artist. We have not replaced any jobs; our games simply feature richer visual assets.
• Audio & Voice-over: Voice-over (VO) lines and several music tracks were generated using AI.
• Proofreading: We utilize AI to proofread our texts and scripts.
Generative AI tools were used for pre-rendered character portraits, title/key artwork and other game illustrations, portions of promotional video and audio, marketing artwork, and assistance with localized text. These assets and text were reviewed and edited for the game. Orderfall does not generate AI content during gameplay or connect to an external AI service. The live-action-style Captain Cook teaser is dramatized promotional footage; the game itself uses pixel-art graphics.
Generative AI was used during development to assist in creating some pre-generated visual assets, character artwork, backgrounds, and promotional images. All AI-assisted content was reviewed and selected by the developer before inclusion in the game. No generative AI is used during gameplay, and the game does not connect to any external AI service.
Generative AI was used solely to assist with translation, localization, and language editing of written text. This includes localization of Steam store-page descriptions and translation or language correction of in-game text, primarily from Portuguese into English. No AI-generated artwork, audio, gameplay content, or live-generated AI content is included in the game.
Generative AI tools helped create and refine some concept art, and marketing images for this game. The game does not generate new AI content while you play.
Some of the art, music, voice-over and cinematic clips in Synapse Grid were produced with generative AI tools during development, then edited, curated and directed for release. Nothing is generated while you play.
The tools used, and what each produced:
Google Gemini - concept art and texture reference
ACE-Step - original music tracks
MiniMax-Music3 - original music tiles
IndexTTS - cast voice-over
MiniMax H3 (via ComfyUI) - tutorial and transmission video clips
All of this content was generated for this project. No third party's personal media, voice or likeness is used. The same list is shown in the game's own credits screen.
Separately, the opponent riders use a neural network trained by self-play. That system decides how a bike steers; it does not generate any art, audio or text that you see or hear.
AI tools were used during development solely to assist with coding, including identifying and fixing bugs and making minor code corrections and improvements. AI does not generate any content for players during gameplay.