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Missing or unclear statements cannot establish whether a game uses AI.
AI tools helped during development with the concept mocks, UI layout drafts and the store artwork. All of it was directed, chosen and refined by the developer. The in-game sprites, characters, levels and game design are mixed of AI tools generated, others were hand-made or from licensed asset packs. Some code was written with an AI coding assistant and then reviewed and tested by the developer.
Generative AI tools were used during development to help create code, 2D art and text, including draft translations. The developer directed, selected and assembled all of it into the game.
No generative AI runs while you play. Meridian, your companion, is scripted rather than a chatbot, and the game sends nothing to AI services. Planets come from the game's own procedural generator, not an AI model.
Portions of this game's art assets (2D sprites and background illustrations) were created with the assistance of generative AI tools, then manually reviewed and edited by our team. All game code, gameplay systems, game design and sound effects were made by humans. No AI-generated content is produced at runtime.
The game uses pre-generated AI-assisted artwork, including some game visuals and Steam promotional artwork. An optional local large language model generates character conversations, some fictional social text and short resident plans during play. Players can turn the local AI feature off and continue playing.
Some visual assets were created with the assistance of generative AI during development, while others were created manually. AI-assisted assets were reviewed and adjusted by the developer. The game does not generate AI content during gameplay.
Elya uses generative AI for optional real-time character conversations and synthesized speech. AI-assisted tools were also used to prepare portions of the store localization and selected marketing artwork. The game includes bundled local models, and users may optionally connect compatible third-party AI services or configure their own providers. Live-generated content is based on user input and character settings.
Kepler Ascent was made by an independent developer with the help of generative AI tools. AI was used to write part of the game's text (story and AURA's lines), to compose the music and create AURA's synthesized voice, to build some 3D models and cinematic sets (generated through scripts), and to produce the logo and artwork of this store page (rendered from the game's own models). All of this content was created ahead of time and reviewed by the developer. Nothing is generated by AI while you play.
Generative AI tools were used to assist with the creation of some pre-generated marketing text and promotional content for the game. The game does not use live-generated AI during gameplay.
some visual assets and promotional materials for KILL ALL 8.2 BILLION HUMANS were created with the assistance of generative AI tools. All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards.
Some store page artwork, the voices in the trailers and the sample phrases included with the app were created with the help of AI tools.
While you use the app, the text you type is converted into speech by AI speech synthesis: VOICEVOX and Kokoro running on your PC, Windows built-in voices, cloud services you choose to use with your own API key (Google Gemini TTS, ElevenLabs), or speech engines you install and run yourself (VOICEVOX-compatible engines, Irodori-TTS). The app never writes text on its own; it only reads aloud what you type.
As a solo developer from a small town in Brazil, I used AI-assisted tools to help create some of the game’s visual assets. This allowed me to bring the project to life with limited resources while focusing my time on gameplay, systems, and the overall player experience.
Nook uses generative AI for character artwork and video assets. During use, AI generates personalized dialogue, speech, and short video responses based on the player's conversation.
During use, the speech recognition and AI features connect to cloud services configured by you (Alibaba Cloud / Tencent Cloud / iFlytek / Volcano Engine speech recognition, or OpenAI-compatible LLM endpoints), and the resulting text is generated in real time by the selected service.
Some 3D models and character animations were generated with Meshy and then edited by our team in Blender. Some 2D artwork (backdrops, posters, signage art) was generated with Stable Diffusion XL and finished by hand. Some sound effects, ambience and the trailer music were generated with ElevenLabs. The Boss and announcer voice lines use text-to-speech. The game's translations were produced with AI and are being reviewed. No AI content is generated while you play.
Generative AI was used to create some artwork and UI assets, summoning animation videos, and background music. Details of the tools used are listed under Settings > Credits in the game.
During gameplay, AI running on your PC uses the true name and essence you enter to generate Textus data, including abilities and moves, as well as artwork.
Generated results may vary. Depending on the outcome of the safety check, a placeholder explaining why the artwork is unavailable may appear instead of the generated image. The Textus's abilities and moves remain usable.
Parte del texturizado, la optimización de mallas y las traducciones se realizaron con ayuda de herramientas de IA generativa. Todo el contenido fue revisado y editado manualmente.
This game did use generative AI during its development. This was more of a fun side project while working on the main project (Ducki's Descent, which doesn't use AI), tinkering around with AI since my fiancé likes this genre of games, so since it uses AI its free.
Artifical Railways was developed with extensive AI assistance, including programming and the creation of custom train models, procedural scenery, interface elements, and procedural sound effects. The game also incorporates third-party models, music, sound recordings, and fonts. Station announcements use AI-generated speech synthesized locally during gameplay from announcement templates and in-game railway information. This speech generation does not connect to an external AI service.
Subject Zero was made with an AI assistant. Its code, its written content (the headlines, incidents, exams, the codex and every interface string) and the translations of the interface and the manual were written with Claude (Anthropic) under the developer's direction and review.
The achievement icons on this store page are AI-generated images (Midjourney). The teaser trailer's video clips were generated with Google Veo, its narration was synthesised with ElevenLabs, and its subtitles were machine-translated.
Nothing is generated while you play: the game contains no AI model and calls no online service. Every headline, incident and outcome comes from fixed tables written in advance, and the same seed always plays out the same way.
AI SOUL uses generative AI for conversational text, synthesized speech and speech-driven facial animation. Character imagery and store artwork include AI-generated material. Core conversation models run locally. Xiaoya is a synthetic character, not a live human operator. Responses may be inaccurate.
No art, audio, levels, or other authored game content was created using generative AI.
However, a small local AI model runs during gameplay to interpret the player's commands and control the character accordingly. Rest assured, it's dumb as a rock. It won't take over the world or your computer. It can barely take over the test subject.
Generative AI tools were used during development to assist with the creation and refinement of selected visual assets, artwork, and localization. AI-generated material is reviewed and adjusted before inclusion in the game.
HearthMoon uses AI to generate NPC dialogue during gameplay and synthesize NPC voices. Spoken input is transcribed so villagers and the dragon companion can respond to the player. AI-assisted artwork and writing are also used in development and in store-page marketing. Conversations are experimental and responses may be inconsistent.
NPC dialogue in Ruiwen’s Romance of the Three Kingdoms: The Life of a Persuader is generated in real‑time by a locally‑running AI model. All content is computed offline on your own device, with no data uploaded to external servers.
The game’s story framework, directed plotlines, numerical judgement rules and ending conditions are all hand‑crafted. The AI is only responsible for generating character conversations.
Multiple safety guardrails are built‑in: automatic profanity detection, historical timeline checks to avoid anachronisms, character‑stance locking and fallback responses. These ensure every line of dialogue fits the character’s identity and historical context.
AI tools (Anthropic Claude) assisted the developer with the code, the vector art, the texts and translations, and the synthesized music and sound effects. Everything was directed and reviewed by the developer. No AI runs in the game and nothing is generated at runtime.
Yes, AI helped make this game. Here's exactly how:
• I built it with an AI coding assistant. The design and direction are mine; the AI did a lot of the typing.
• The narrator's lines and item descriptions were drafted with AI and edited by me. So was this page.
• No image, music or voice generators. The art and sound are drawn and synthesized by code.
• Nothing is AI-generated while you play.
StoryNow uses generative AI locally during gameplay. Llama.cpp generates prompts that ComfyUI uses to create visual-novel artwork on the player's device. The game does not connect to an external AI generation service.
Some sprite artwork was created with generative AI tools during development. SPLIT-S does not generate AI content during gameplay or connect to external AI services.
Unwritten uses generative AI as part of its core gameplay. AI systems interpret the player's freely written actions and generate narrative responses within an authored world, story and set of rules. AI inference runs locally on the player's computer.
Software engineering is primarily by hand in C# and python, with local SLM's, run via Ollama, and occasional cloud-based LLM's used to research knowledge deficits and prototype code snippets for specific systems that map to those deficits. Any AI-generated code was reviewed line-by-line, hand-integrated and heavily modified.
The application requires local file access to files selected by the player from a standard operating system folder browser with permissions. It scans the user's system via the psutil and gputil standard python packages to ascertain the specifications of the user's system to select a model that will match their system's performance profile.
Pinocchio and Hunyuan were used to generate 3D models of mushrooms from 19th century public domain botanical illustrations, and the integrated SLM model is used to generate text labels and summaries at runtime.
The application has absolutely no chat interface. An SLM is integrated locally as a black-box system with robust system prompts to generate structured output in the form of JSON based on the player's file inputs. The JSON is consumed by the game to generate maps and levels.
Additional Specifications & Technical Notes:
- A localhost python server is back-compiled to a C executable and deployed with the main executable and invoked from its application domain to host the local model.
- The local model is downloaded from the Internet via Ollama.
- The end-user needs to have the Ollama client installed to run the model locally.
- The python server has robust internal system prompts to prevent violation of the Terms of Service on the Steam and Itch platforms regarding disallowed content.
- The python server is run from the main executable's application domain, in the same directory structure.
- The python server and main executable communicate via a local socket connection via IANA-approved port numbers according to RFC 6335. Ports are tested and iterated to ensure that they are available on the local system. If an IANA-approved port listed in RFC 6335 is not available, the application will not run.
Heaps adheres to the ARTS standard for AI labeling. A full accounting of our use of AI in this game can be found at:
droidknot.com/ARTS/Heaps_SIS_082726.pdf
Some pre-made content was created with the help of generative AI tools and then edited by our team: parts of the key art and logo, some 3D models, some UI/ability icons, and some character voice lines. AI coding assistants were also used during development. Gameplay design and level design were done by the developers. The game does not generate any AI content live during gameplay.
AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand
Some store visuals modified with AI assistance
AI Park includes optional local AI workflows that can generate images and short videos on the user's own computer using separately installed compatible AI runtimes and models. Generation model weights are not included with the base application, and AI Park does not provide a bundled cloud AI generation service. AI generation is user initiated. AI Park does not support generating sexually explicit content: prompts are checked before generation, and generated media must pass local safety checks before it can be displayed, kept, or published. AI features are optional; browsing, viewing, importing, and organizing existing media do not require an AI model.
The original story was written by a human author. AI was used to write AI speech in the game. It was also used in localization as a supportive tool. We gladly work with the community to bring the game to more languages.
AI was used during the development of the game mainly for code optimization and improvements. To a limited extent, AI was also used to create some graphics and to improve the appearance of a small number of interface elements.
InteractiVR uses generative AI during play. The interviewer characters are driven by a large language model that generates their questions, follow up questions and responses live, in response to what the player says and to the job role and experience level the player selects. Player speech is transcribed by automatic speech recognition, and interviewer dialogue is spoken using synthesized voice. The written performance report at the end of a session is also AI generated.
The AI is constrained by a system prompt scoped to job interview conversation and to evaluating answers against the STAR method. It does not depict or impersonate real people. Interviewer characters are fictional.
The AI evaluates the structure and completeness of a player's answers against the STAR method. It is a practice and training tool and does not make hiring decisions.
Parts of this game were made with the help of AI tools: the store page text, the Turkish and Simplified Chinese translations, and some of the 3D models, UI graphics and store images. The game does not generate any content with AI while you play.
We use our own created small local generative AI models to create Artworks in realtime. Local LLM's are used to interact with the NPC's Text based (Input / Output) in realtime.
Be aware that realtime AI can make mistakes. We put a lot of effort into to make it work properly, but there can still be issues. No external AI models needed so your data stays on your own Computer!
We generally used AI assistance to create Assets in the game, most Assets where highly edited from Human Authoring.
The game was created by strong directed human vision, so everything is unique and my own idea!
We used AI-assisted tools to help create and refine a small selection of visual assets. Each one was reviewed and adjusted by hand before it was used.
AI also helped us tidy up the grammar and wording in a small amount of in-game and store-page text. We checked and edited every final line ourselves.
For us, AI is simply a supporting tool. Dino Dome: Tidy Up! is still shaped by our own ideas, judgement, and hands-on creative work.
Our AI assistance is mainly focused on copy polishing (e.g., correcting typos and logical errors), a small amount of scene refinement and VFX for the second part of the game (the second part is a redesign of some original scenes from ICEY; after handcrafting the concept design and finishing the demo, we use AI to batch-reduce repetitive work), and some programming implementation and test cases.
In all other areas—such as concept design, character design (character illustrations), scene design and related design work, combat animation and VFX, and scene implementation (from hand-drawn 2D animation to final implementation)—there is no AI content at all. The specific iteration details are basically all in the development VLOG; if you're interested, feel free to look through it.
Artificial intelligence was used to assist in development, primarily for the front end, and AI generated content is used in game for text and voices via local models ran on the player's system or external models provided by the player.
AI tools helped during development with the concept mocks, UI layout drafts and the store artwork. All of it was directed, chosen and refined by the developer. The in-game sprites, characters, levels and game design are mixed of AI tools generated, others were hand-made or from licensed asset packs. Some code was written with an AI coding assistant and then reviewed and tested by the developer.
Generative AI tools were used during development to help create code, 2D art and text, including draft translations. The developer directed, selected and assembled all of it into the game.
No generative AI runs while you play. Meridian, your companion, is scripted rather than a chatbot, and the game sends nothing to AI services. Planets come from the game's own procedural generator, not an AI model.
Portions of this game's art assets (2D sprites and background illustrations) were created with the assistance of generative AI tools, then manually reviewed and edited by our team. All game code, gameplay systems, game design and sound effects were made by humans. No AI-generated content is produced at runtime.
The game uses pre-generated AI-assisted artwork, including some game visuals and Steam promotional artwork. An optional local large language model generates character conversations, some fictional social text and short resident plans during play. Players can turn the local AI feature off and continue playing.
Some visual assets were created with the assistance of generative AI during development, while others were created manually. AI-assisted assets were reviewed and adjusted by the developer. The game does not generate AI content during gameplay.
Elya uses generative AI for optional real-time character conversations and synthesized speech. AI-assisted tools were also used to prepare portions of the store localization and selected marketing artwork. The game includes bundled local models, and users may optionally connect compatible third-party AI services or configure their own providers. Live-generated content is based on user input and character settings.
Kepler Ascent was made by an independent developer with the help of generative AI tools. AI was used to write part of the game's text (story and AURA's lines), to compose the music and create AURA's synthesized voice, to build some 3D models and cinematic sets (generated through scripts), and to produce the logo and artwork of this store page (rendered from the game's own models). All of this content was created ahead of time and reviewed by the developer. Nothing is generated by AI while you play.
Generative AI tools were used to assist with the creation of some pre-generated marketing text and promotional content for the game. The game does not use live-generated AI during gameplay.
some visual assets and promotional materials for KILL ALL 8.2 BILLION HUMANS were created with the assistance of generative AI tools. All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards.
Some store page artwork, the voices in the trailers and the sample phrases included with the app were created with the help of AI tools.
While you use the app, the text you type is converted into speech by AI speech synthesis: VOICEVOX and Kokoro running on your PC, Windows built-in voices, cloud services you choose to use with your own API key (Google Gemini TTS, ElevenLabs), or speech engines you install and run yourself (VOICEVOX-compatible engines, Irodori-TTS). The app never writes text on its own; it only reads aloud what you type.
As a solo developer from a small town in Brazil, I used AI-assisted tools to help create some of the game’s visual assets. This allowed me to bring the project to life with limited resources while focusing my time on gameplay, systems, and the overall player experience.
Nook uses generative AI for character artwork and video assets. During use, AI generates personalized dialogue, speech, and short video responses based on the player's conversation.
During use, the speech recognition and AI features connect to cloud services configured by you (Alibaba Cloud / Tencent Cloud / iFlytek / Volcano Engine speech recognition, or OpenAI-compatible LLM endpoints), and the resulting text is generated in real time by the selected service.
Some 3D models and character animations were generated with Meshy and then edited by our team in Blender. Some 2D artwork (backdrops, posters, signage art) was generated with Stable Diffusion XL and finished by hand. Some sound effects, ambience and the trailer music were generated with ElevenLabs. The Boss and announcer voice lines use text-to-speech. The game's translations were produced with AI and are being reviewed. No AI content is generated while you play.
Generative AI was used to create some artwork and UI assets, summoning animation videos, and background music. Details of the tools used are listed under Settings > Credits in the game.
During gameplay, AI running on your PC uses the true name and essence you enter to generate Textus data, including abilities and moves, as well as artwork.
Generated results may vary. Depending on the outcome of the safety check, a placeholder explaining why the artwork is unavailable may appear instead of the generated image. The Textus's abilities and moves remain usable.
Parte del texturizado, la optimización de mallas y las traducciones se realizaron con ayuda de herramientas de IA generativa. Todo el contenido fue revisado y editado manualmente.
This game did use generative AI during its development. This was more of a fun side project while working on the main project (Ducki's Descent, which doesn't use AI), tinkering around with AI since my fiancé likes this genre of games, so since it uses AI its free.
Artifical Railways was developed with extensive AI assistance, including programming and the creation of custom train models, procedural scenery, interface elements, and procedural sound effects. The game also incorporates third-party models, music, sound recordings, and fonts. Station announcements use AI-generated speech synthesized locally during gameplay from announcement templates and in-game railway information. This speech generation does not connect to an external AI service.
Subject Zero was made with an AI assistant. Its code, its written content (the headlines, incidents, exams, the codex and every interface string) and the translations of the interface and the manual were written with Claude (Anthropic) under the developer's direction and review.
The achievement icons on this store page are AI-generated images (Midjourney). The teaser trailer's video clips were generated with Google Veo, its narration was synthesised with ElevenLabs, and its subtitles were machine-translated.
Nothing is generated while you play: the game contains no AI model and calls no online service. Every headline, incident and outcome comes from fixed tables written in advance, and the same seed always plays out the same way.
AI SOUL uses generative AI for conversational text, synthesized speech and speech-driven facial animation. Character imagery and store artwork include AI-generated material. Core conversation models run locally. Xiaoya is a synthetic character, not a live human operator. Responses may be inaccurate.
No art, audio, levels, or other authored game content was created using generative AI.
However, a small local AI model runs during gameplay to interpret the player's commands and control the character accordingly. Rest assured, it's dumb as a rock. It won't take over the world or your computer. It can barely take over the test subject.
Generative AI tools were used during development to assist with the creation and refinement of selected visual assets, artwork, and localization. AI-generated material is reviewed and adjusted before inclusion in the game.
HearthMoon uses AI to generate NPC dialogue during gameplay and synthesize NPC voices. Spoken input is transcribed so villagers and the dragon companion can respond to the player. AI-assisted artwork and writing are also used in development and in store-page marketing. Conversations are experimental and responses may be inconsistent.
NPC dialogue in Ruiwen’s Romance of the Three Kingdoms: The Life of a Persuader is generated in real‑time by a locally‑running AI model. All content is computed offline on your own device, with no data uploaded to external servers.
The game’s story framework, directed plotlines, numerical judgement rules and ending conditions are all hand‑crafted. The AI is only responsible for generating character conversations.
Multiple safety guardrails are built‑in: automatic profanity detection, historical timeline checks to avoid anachronisms, character‑stance locking and fallback responses. These ensure every line of dialogue fits the character’s identity and historical context.
AI tools (Anthropic Claude) assisted the developer with the code, the vector art, the texts and translations, and the synthesized music and sound effects. Everything was directed and reviewed by the developer. No AI runs in the game and nothing is generated at runtime.
Yes, AI helped make this game. Here's exactly how:
• I built it with an AI coding assistant. The design and direction are mine; the AI did a lot of the typing.
• The narrator's lines and item descriptions were drafted with AI and edited by me. So was this page.
• No image, music or voice generators. The art and sound are drawn and synthesized by code.
• Nothing is AI-generated while you play.
StoryNow uses generative AI locally during gameplay. Llama.cpp generates prompts that ComfyUI uses to create visual-novel artwork on the player's device. The game does not connect to an external AI generation service.
Some sprite artwork was created with generative AI tools during development. SPLIT-S does not generate AI content during gameplay or connect to external AI services.
Unwritten uses generative AI as part of its core gameplay. AI systems interpret the player's freely written actions and generate narrative responses within an authored world, story and set of rules. AI inference runs locally on the player's computer.
Software engineering is primarily by hand in C# and python, with local SLM's, run via Ollama, and occasional cloud-based LLM's used to research knowledge deficits and prototype code snippets for specific systems that map to those deficits. Any AI-generated code was reviewed line-by-line, hand-integrated and heavily modified.
The application requires local file access to files selected by the player from a standard operating system folder browser with permissions. It scans the user's system via the psutil and gputil standard python packages to ascertain the specifications of the user's system to select a model that will match their system's performance profile.
Pinocchio and Hunyuan were used to generate 3D models of mushrooms from 19th century public domain botanical illustrations, and the integrated SLM model is used to generate text labels and summaries at runtime.
The application has absolutely no chat interface. An SLM is integrated locally as a black-box system with robust system prompts to generate structured output in the form of JSON based on the player's file inputs. The JSON is consumed by the game to generate maps and levels.
Additional Specifications & Technical Notes:
- A localhost python server is back-compiled to a C executable and deployed with the main executable and invoked from its application domain to host the local model.
- The local model is downloaded from the Internet via Ollama.
- The end-user needs to have the Ollama client installed to run the model locally.
- The python server has robust internal system prompts to prevent violation of the Terms of Service on the Steam and Itch platforms regarding disallowed content.
- The python server is run from the main executable's application domain, in the same directory structure.
- The python server and main executable communicate via a local socket connection via IANA-approved port numbers according to RFC 6335. Ports are tested and iterated to ensure that they are available on the local system. If an IANA-approved port listed in RFC 6335 is not available, the application will not run.
Heaps adheres to the ARTS standard for AI labeling. A full accounting of our use of AI in this game can be found at:
droidknot.com/ARTS/Heaps_SIS_082726.pdf
Some pre-made content was created with the help of generative AI tools and then edited by our team: parts of the key art and logo, some 3D models, some UI/ability icons, and some character voice lines. AI coding assistants were also used during development. Gameplay design and level design were done by the developers. The game does not generate any AI content live during gameplay.
AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand
Some store visuals modified with AI assistance
AI Park includes optional local AI workflows that can generate images and short videos on the user's own computer using separately installed compatible AI runtimes and models. Generation model weights are not included with the base application, and AI Park does not provide a bundled cloud AI generation service. AI generation is user initiated. AI Park does not support generating sexually explicit content: prompts are checked before generation, and generated media must pass local safety checks before it can be displayed, kept, or published. AI features are optional; browsing, viewing, importing, and organizing existing media do not require an AI model.
The original story was written by a human author. AI was used to write AI speech in the game. It was also used in localization as a supportive tool. We gladly work with the community to bring the game to more languages.
AI was used during the development of the game mainly for code optimization and improvements. To a limited extent, AI was also used to create some graphics and to improve the appearance of a small number of interface elements.
InteractiVR uses generative AI during play. The interviewer characters are driven by a large language model that generates their questions, follow up questions and responses live, in response to what the player says and to the job role and experience level the player selects. Player speech is transcribed by automatic speech recognition, and interviewer dialogue is spoken using synthesized voice. The written performance report at the end of a session is also AI generated.
The AI is constrained by a system prompt scoped to job interview conversation and to evaluating answers against the STAR method. It does not depict or impersonate real people. Interviewer characters are fictional.
The AI evaluates the structure and completeness of a player's answers against the STAR method. It is a practice and training tool and does not make hiring decisions.
Parts of this game were made with the help of AI tools: the store page text, the Turkish and Simplified Chinese translations, and some of the 3D models, UI graphics and store images. The game does not generate any content with AI while you play.
We use our own created small local generative AI models to create Artworks in realtime. Local LLM's are used to interact with the NPC's Text based (Input / Output) in realtime.
Be aware that realtime AI can make mistakes. We put a lot of effort into to make it work properly, but there can still be issues. No external AI models needed so your data stays on your own Computer!
We generally used AI assistance to create Assets in the game, most Assets where highly edited from Human Authoring.
The game was created by strong directed human vision, so everything is unique and my own idea!
We used AI-assisted tools to help create and refine a small selection of visual assets. Each one was reviewed and adjusted by hand before it was used.
AI also helped us tidy up the grammar and wording in a small amount of in-game and store-page text. We checked and edited every final line ourselves.
For us, AI is simply a supporting tool. Dino Dome: Tidy Up! is still shaped by our own ideas, judgement, and hands-on creative work.
Our AI assistance is mainly focused on copy polishing (e.g., correcting typos and logical errors), a small amount of scene refinement and VFX for the second part of the game (the second part is a redesign of some original scenes from ICEY; after handcrafting the concept design and finishing the demo, we use AI to batch-reduce repetitive work), and some programming implementation and test cases.
In all other areas—such as concept design, character design (character illustrations), scene design and related design work, combat animation and VFX, and scene implementation (from hand-drawn 2D animation to final implementation)—there is no AI content at all. The specific iteration details are basically all in the development VLOG; if you're interested, feel free to look through it.
Artificial intelligence was used to assist in development, primarily for the front end, and AI generated content is used in game for text and voices via local models ran on the player's system or external models provided by the player.