I am a solo developer balancing this project with another job. To make this game a reality, I have used generative AI tools as an assistant during development, as well as to generate various pre-rendered assets: 2D visual elements (such as item icons, textures, and interface art) and the composition of the orchestral soundtrack.
Generative AI tools were used to assist with programming and translation/localization during development. All artwork and original dialogue were created by the developer. AI-assisted translations were reviewed and edited by the developer before being included in the game. No generative AI is used during gameplay.
Generative AI tools were used to assist in the creation of some promotional artwork and marketing assets for the game. Final assets were reviewed and edited by the development team.
Some of the promotional artwork, store page banners, and/or trailer visuals for Ascend Idle: Chronicles were created with the assistance of Generative AI tools. The core game code and design were developed entirely by hand as a solo project.
A moonlighting project from a husband and father of two, where late evenings and early mornings were made a little easier by generative AI tooling. The game's art, the pilot voice-over, and the music all started as AI-generated assets that I then reviewed, edited, and shaped into the game. The direction and the decisions are mine; nothing is generated while you play. Always open to constructive feedback.
Generative AI tools were used during development to assist with the creation of some visual assets, written content, and localization used in the game and related store materials. All AI-assisted content was reviewed and, where necessary, edited by the developer before release. The game does not generate AI content during gameplay and does not rely on external AI services while being played.
Some small props and interface icons in this game began as AI-generated meshes and textures (text-to-3D / image-to-3D), which were then reworked by hand, retopologised, re-scaled, colour-graded and assembled before shipping. All other art comes from licensed asset packs and hand kitbashing. Nothing is generated live: no AI runs during play, and no player input is sent to an AI service.
Generative AI was used to assist in the creation of some visual assets, UI elements, sound effects, and music featured in Warchaic. Software development was handled by our development team, while animations and visual effects (VFX) were either created by our team or sourced from licensed asset packages.
We used generative AI tools during development to help create pre-rendered assets: part of the visual art (environments, buildings, characters and interface elements), the music, and store page artwork. All AI-generated content was reviewed, edited and assembled by us. Generative AI is not used at runtime — the game generates no AI content while you play.
AI-generated content is used in the following areas of this game:
- Icons: Some card icon artwork was AI-assisted.
- Localization: All translated text was generated using AI.
- Game balance: Adjustments were guided by AI-based simulation.
- Help / guide / character text: Generated with AI, then edited by the developer.
- Story text: AI was used during early drafting, but nearly all of it has been rewritten by the developer.
Generative AI was used during development to assist with coding and the creation of pre-generated visual assets. No AI content is generated during gameplay.
Pre-generated content only. This game does not run any AI at runtime.
Visual art: 444 image files were created with generative AI during development —
equipment sprites, ability icons, monster sheets, character portraits, building
art, terrain and UI textures, the title screen and the game icon. The tool was
ChatGPT (OpenAI), web interface, image generation, in sessions between 13 July
and 1 August 2026. The author recalls the model as GPT-5.5, but the interface did
not record the exact model version, so only the date range is documented.
Text: the in-game text — tutorial, mission and event wording, item and interface
strings — was drafted with generative AI assistance and then reviewed and edited
by the author. Spanish is the original language.
Translations: the English, German and Italian versions of the in-game text were
produced from the Spanish original with generative AI.
Not AI-generated: all remaining art comes from CC0, CC BY 3.0 and CC BY-SA 3.0
sources (Liberated Pixel Cup, 7Soul, Kenney), credited in full on the in-game
credits screen. All music and sound effects are CC0 or CC BY. No AI-generated
voice or music ships with the game.
The pixel art in Taskforge — character and enemy sprites, animation frames, item and UI icons, scenery pieces and the game's emblem — was produced with the help of an AI image generation tool during development. Every generated asset was reviewed, selected, edited and assembled by hand, and ships as a fixed image file. Nothing is generated while you play: the game contains only static assets and never calls an AI service at runtime. Code, game design, balance data and all written text were made by the developer.
Generative AI tools were used during development to assist in creating some pre-generated promotional artwork and 2D art assets. No AI-generated content is created during gameplay.
Generative AI was used selectively as a development tool to assist with some textures and selected 3D assets. All assets were reviewed, refined where needed, and integrated by the developer. The game does not use live-generated AI content.
Some character, creature, environment, loop-video, and marketing artwork was created with generative AI during development, then reviewed, edited, and approved by the development team. The game does not generate content at runtime, connect to external AI services, or send player input to AI services.
Some 2D art assets (character portraits and a portion of the character sprites) and some in-game text (dialogue lines) were produced with the assistance of generative AI tools. All AI-generated output was manually edited, retouched and adjusted by the developer before being included in the game.
No content is generated at runtime; everything ships with the build as pre-generated assets.
Generative AI tools were used during development to assist with creating and refining some 2D artwork, visual assets, and promotional images. All AI-assisted content is pre-generated, reviewed, and edited by the developer before inclusion. The game does not generate AI content during gameplay and does not send player data to generative AI services.
This game’s store page key art, capsules, and marketing images were created with the assistance of generative AI tools. The game experience itself was developed independently.
We used Artificial Intelligence tools as an aid during development and in the creation of some game content. All AI-assisted material was personally reviewed and adjusted by our team, who were involved throughout every stage of the creative process.
This game contains pre-generated 2D artwork and source code created with ChatGPT during development. All game source code was generated with ChatGPT, then reviewed, tested, debugged, and integrated by the developer. The artwork was generated from original prompts written for Gravefire Tavern, then reviewed, selected, edited, composited, cropped, and integrated by the developer. No generative AI runs during gameplay, and no player input is sent to an AI service.
This game utilized generative AI tools during development to assist with the following aspects:
Generation and optimization of certain code snippets;
Creation and processing of some sound effects;
Machine translation and localization assistance for in-game text and UI strings.
Important note: All visual art assets in the game (including characters, environments, props, UI elements, icons, animations, etc.) are exclusively created by human artists and were not generated by any AI tools.
All AI-generated content (code, sound, translation) has been manually reviewed, revised, and tested to ensure quality, stylistic consistency, and compliance with applicable regulations. AI is not used for real-time generation of player-facing content; all released content is finalized prior to launch.
Generative AI tools were used during development to assist with programming and to create some pre-generated 2D visual assets, including icons and promotional artwork. All AI-assisted code and generated assets were reviewed, tested, edited, and integrated by the developer. No generative AI is used while the game is running, and no content is generated live.
Some visual assets, music, sound effects, and text used in this game and its Steam store page were created or assisted by generative AI. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure it meets the artistic vision and quality standards of the game.
"Generative AI tools were used during development to assist in creating a portion of the art, background assets, and UI icons. All AI-generated content was reviewed and manually refined by our team."
All character sprites, enemy/boss artwork, backgrounds, effect images, UI icons and illustrations in this game were pre-generated using OpenAI's ChatGPT image generation, then curated and edited by the developer (background keying, trimming, animation assembly). All background music tracks were pre-generated using Google's Gemini music generation and curated by the developer. Sound effects are procedurally synthesized by the game's own code. Store page artwork (capsules, logo) was also pre-generated using ChatGPT. The game does not generate any AI content at runtime (no live-generated content).
The Rumble Pit is made by one person, and generative AI tools were part of how it was built.
Music: the tracks you hear in the menus and in the twelve dungeons were generated with a local AI music model, from a written brief for each place, then cut, looped and mixed by hand.
2D art: the interface icons, the class and specialisation emblems, the dungeon thumbnails, the illustrated boss backdrops and the logo were produced with image generation tools, then cropped, cleaned up and colour-matched by hand.
Text and code: much of the in-game text — talent names and descriptions, loot labels, boss briefings, the translation tables — and part of the source code were drafted with an AI assistant, then edited, tested and rewritten by hand.
Not AI-generated: the 3D models and animations (licensed art packs), and the sound effects (CC0 libraries).
Nothing is generated while you play. The game connects to no AI service and produces no new content at runtime — everything ships as a fixed file, checked before release.
Some background images and illustrations in this game are pre-generated content created using generative AI. These assets have been reviewed and, where necessary, adjusted by the developer before being included.
Generative AI was used during development to assist in the creation of certain pre-generated visual assets, including some UI artwork, icons, textures, and other 2D art. All AI-assisted content was reviewed and integrated by the developer before being included in the game. The game does not use live-generated AI during gameplay.
Parts of this game's 2D art were created with the help of generative AI, and every generated asset was reviewed, edited and approved by us before it shipped.
Specifically:
• In-game UI icons (weapon and stat icons) start as AI-generated flat silhouettes, which we then clean up, recolour and integrate by hand.
• Some marketing and store page imagery — background and atmospheric layers of our capsule art — is AI-generated.
• Parts of the source code and some store page text were written with AI assistance and then reviewed, edited and tested by the developers.
Everything else is made by hand, without generative AI: the logo, the app icon and mascot, all 3D models, materials, shaders and visual effects, level layouts.
No generative AI runs while you play. The game does not create content or code at runtime, and it never connects to an external AI service.
As a solo developer, I used generative AI tools during the development process to assist with creating game assets (such as character artwork and item graphics), composing background music, and generating or refining code snippets. All AI-assisted content was pre-generated prior to release and manually curated. No AI content is generated live during gameplay.
This game uses generative AI tools for parts of its 3D model creation and music/sound effect production.
Core elements of the game experience — including the scenario, game design, AI logic design and implementation, and part balance adjustments — are created and decided primarily by the developer himself.
In keeping with the game's own concept of "designing AI logic to fight," the development process itself also actively incorporates collaboration with AI. This game was completed by using dialogue with AI to work around the limitations of a one-person team.
Some card artwork, character illustrations, and marketing text were created with the assistance of generative AI tools, then reviewed, edited, and curated by the developer. All game design and code direction is human-led. No AI content is generated live during gameplay.
Generative AI was used throughout development to create the game's visual assets and other production content. All game design, extensive balancing, and fine-tuning were done manually by the development team.
Generative AI tools were used during the development of Bubblecore: Survivors to assist with programming and to create some of the game’s visual and audio assets. All AI-assisted content was selected, edited, integrated, and reviewed by the developer.
Generative AI is not used at runtime: the game does not connect to AI services or generate content while the player is playing.
Draftfall uses pre-generated generative AI content created during development. Most 2D visual assets—including character artwork, sprites, backgrounds, card illustrations and story panels—were created with AI assistance, along with portions of the narrative and gameplay text. All content was reviewed, edited and integrated by the developer. Draftfall does not generate AI content during gameplay or connect to generative AI services while running.
AI was only used to generate minimal resources to support unit design and partial localization.
All AI-assisted content has been reviewed, and the final assets were manually drawn to fit the game's artistic style and atmosphere.
The visual art in Gearbound is made with PixelLab, an AI pixel-art tool. Every sprite, animation, tileset, background, prop, interface element and piece of marketing art was generated with PixelLab and then directed, edited and assembled by us.
The music and sound effects are rendered by synthesis scripts that were written with AI assistance. No generative audio model was used, and nothing was sourced from a music-generation service.
Nothing is generated by AI while you play. Every asset is finished and baked into the build before it ships, and the game makes no AI calls at runtime.
Penguin Fury uses generative AI tools for part of its content.
Localization: The game is available in 39 languages. The original text was
written by the developer. The translations were produced with AI translation
tools and reviewed before release.
Art: Some achievement icons and character/UI artwork were created with the help
of AI image tools and then edited by the developer.
Store page: Some of the text and images on this store page were created with AI
assistance and edited by the developer.
No AI content is generated while you play. Everything in the game is created in
advance and shipped with the build.
I am a solo developer balancing this project with another job. To make this game a reality, I have used generative AI tools as an assistant during development, as well as to generate various pre-rendered assets: 2D visual elements (such as item icons, textures, and interface art) and the composition of the orchestral soundtrack.
Generative AI tools were used to assist with programming and translation/localization during development. All artwork and original dialogue were created by the developer. AI-assisted translations were reviewed and edited by the developer before being included in the game. No generative AI is used during gameplay.
Generative AI tools were used to assist in the creation of some promotional artwork and marketing assets for the game. Final assets were reviewed and edited by the development team.
Some of the promotional artwork, store page banners, and/or trailer visuals for Ascend Idle: Chronicles were created with the assistance of Generative AI tools. The core game code and design were developed entirely by hand as a solo project.
A moonlighting project from a husband and father of two, where late evenings and early mornings were made a little easier by generative AI tooling. The game's art, the pilot voice-over, and the music all started as AI-generated assets that I then reviewed, edited, and shaped into the game. The direction and the decisions are mine; nothing is generated while you play. Always open to constructive feedback.
Generative AI tools were used during development to assist with the creation of some visual assets, written content, and localization used in the game and related store materials. All AI-assisted content was reviewed and, where necessary, edited by the developer before release. The game does not generate AI content during gameplay and does not rely on external AI services while being played.
Some small props and interface icons in this game began as AI-generated meshes and textures (text-to-3D / image-to-3D), which were then reworked by hand, retopologised, re-scaled, colour-graded and assembled before shipping. All other art comes from licensed asset packs and hand kitbashing. Nothing is generated live: no AI runs during play, and no player input is sent to an AI service.
Generative AI was used to assist in the creation of some visual assets, UI elements, sound effects, and music featured in Warchaic. Software development was handled by our development team, while animations and visual effects (VFX) were either created by our team or sourced from licensed asset packages.
We used generative AI tools during development to help create pre-rendered assets: part of the visual art (environments, buildings, characters and interface elements), the music, and store page artwork. All AI-generated content was reviewed, edited and assembled by us. Generative AI is not used at runtime — the game generates no AI content while you play.
AI-generated content is used in the following areas of this game:
- Icons: Some card icon artwork was AI-assisted.
- Localization: All translated text was generated using AI.
- Game balance: Adjustments were guided by AI-based simulation.
- Help / guide / character text: Generated with AI, then edited by the developer.
- Story text: AI was used during early drafting, but nearly all of it has been rewritten by the developer.
Generative AI was used during development to assist with coding and the creation of pre-generated visual assets. No AI content is generated during gameplay.
Pre-generated content only. This game does not run any AI at runtime.
Visual art: 444 image files were created with generative AI during development —
equipment sprites, ability icons, monster sheets, character portraits, building
art, terrain and UI textures, the title screen and the game icon. The tool was
ChatGPT (OpenAI), web interface, image generation, in sessions between 13 July
and 1 August 2026. The author recalls the model as GPT-5.5, but the interface did
not record the exact model version, so only the date range is documented.
Text: the in-game text — tutorial, mission and event wording, item and interface
strings — was drafted with generative AI assistance and then reviewed and edited
by the author. Spanish is the original language.
Translations: the English, German and Italian versions of the in-game text were
produced from the Spanish original with generative AI.
Not AI-generated: all remaining art comes from CC0, CC BY 3.0 and CC BY-SA 3.0
sources (Liberated Pixel Cup, 7Soul, Kenney), credited in full on the in-game
credits screen. All music and sound effects are CC0 or CC BY. No AI-generated
voice or music ships with the game.
The pixel art in Taskforge — character and enemy sprites, animation frames, item and UI icons, scenery pieces and the game's emblem — was produced with the help of an AI image generation tool during development. Every generated asset was reviewed, selected, edited and assembled by hand, and ships as a fixed image file. Nothing is generated while you play: the game contains only static assets and never calls an AI service at runtime. Code, game design, balance data and all written text were made by the developer.
Generative AI tools were used during development to assist in creating some pre-generated promotional artwork and 2D art assets. No AI-generated content is created during gameplay.
Generative AI was used selectively as a development tool to assist with some textures and selected 3D assets. All assets were reviewed, refined where needed, and integrated by the developer. The game does not use live-generated AI content.
Some character, creature, environment, loop-video, and marketing artwork was created with generative AI during development, then reviewed, edited, and approved by the development team. The game does not generate content at runtime, connect to external AI services, or send player input to AI services.
Some 2D art assets (character portraits and a portion of the character sprites) and some in-game text (dialogue lines) were produced with the assistance of generative AI tools. All AI-generated output was manually edited, retouched and adjusted by the developer before being included in the game.
No content is generated at runtime; everything ships with the build as pre-generated assets.
Generative AI tools were used during development to assist with creating and refining some 2D artwork, visual assets, and promotional images. All AI-assisted content is pre-generated, reviewed, and edited by the developer before inclusion. The game does not generate AI content during gameplay and does not send player data to generative AI services.
This game’s store page key art, capsules, and marketing images were created with the assistance of generative AI tools. The game experience itself was developed independently.
We used Artificial Intelligence tools as an aid during development and in the creation of some game content. All AI-assisted material was personally reviewed and adjusted by our team, who were involved throughout every stage of the creative process.
This game contains pre-generated 2D artwork and source code created with ChatGPT during development. All game source code was generated with ChatGPT, then reviewed, tested, debugged, and integrated by the developer. The artwork was generated from original prompts written for Gravefire Tavern, then reviewed, selected, edited, composited, cropped, and integrated by the developer. No generative AI runs during gameplay, and no player input is sent to an AI service.
This game utilized generative AI tools during development to assist with the following aspects:
Generation and optimization of certain code snippets;
Creation and processing of some sound effects;
Machine translation and localization assistance for in-game text and UI strings.
Important note: All visual art assets in the game (including characters, environments, props, UI elements, icons, animations, etc.) are exclusively created by human artists and were not generated by any AI tools.
All AI-generated content (code, sound, translation) has been manually reviewed, revised, and tested to ensure quality, stylistic consistency, and compliance with applicable regulations. AI is not used for real-time generation of player-facing content; all released content is finalized prior to launch.
Generative AI tools were used during development to assist with programming and to create some pre-generated 2D visual assets, including icons and promotional artwork. All AI-assisted code and generated assets were reviewed, tested, edited, and integrated by the developer. No generative AI is used while the game is running, and no content is generated live.
Some visual assets, music, sound effects, and text used in this game and its Steam store page were created or assisted by generative AI. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure it meets the artistic vision and quality standards of the game.
"Generative AI tools were used during development to assist in creating a portion of the art, background assets, and UI icons. All AI-generated content was reviewed and manually refined by our team."
All character sprites, enemy/boss artwork, backgrounds, effect images, UI icons and illustrations in this game were pre-generated using OpenAI's ChatGPT image generation, then curated and edited by the developer (background keying, trimming, animation assembly). All background music tracks were pre-generated using Google's Gemini music generation and curated by the developer. Sound effects are procedurally synthesized by the game's own code. Store page artwork (capsules, logo) was also pre-generated using ChatGPT. The game does not generate any AI content at runtime (no live-generated content).
The Rumble Pit is made by one person, and generative AI tools were part of how it was built.
Music: the tracks you hear in the menus and in the twelve dungeons were generated with a local AI music model, from a written brief for each place, then cut, looped and mixed by hand.
2D art: the interface icons, the class and specialisation emblems, the dungeon thumbnails, the illustrated boss backdrops and the logo were produced with image generation tools, then cropped, cleaned up and colour-matched by hand.
Text and code: much of the in-game text — talent names and descriptions, loot labels, boss briefings, the translation tables — and part of the source code were drafted with an AI assistant, then edited, tested and rewritten by hand.
Not AI-generated: the 3D models and animations (licensed art packs), and the sound effects (CC0 libraries).
Nothing is generated while you play. The game connects to no AI service and produces no new content at runtime — everything ships as a fixed file, checked before release.
Some background images and illustrations in this game are pre-generated content created using generative AI. These assets have been reviewed and, where necessary, adjusted by the developer before being included.
Generative AI was used during development to assist in the creation of certain pre-generated visual assets, including some UI artwork, icons, textures, and other 2D art. All AI-assisted content was reviewed and integrated by the developer before being included in the game. The game does not use live-generated AI during gameplay.
Parts of this game's 2D art were created with the help of generative AI, and every generated asset was reviewed, edited and approved by us before it shipped.
Specifically:
• In-game UI icons (weapon and stat icons) start as AI-generated flat silhouettes, which we then clean up, recolour and integrate by hand.
• Some marketing and store page imagery — background and atmospheric layers of our capsule art — is AI-generated.
• Parts of the source code and some store page text were written with AI assistance and then reviewed, edited and tested by the developers.
Everything else is made by hand, without generative AI: the logo, the app icon and mascot, all 3D models, materials, shaders and visual effects, level layouts.
No generative AI runs while you play. The game does not create content or code at runtime, and it never connects to an external AI service.
As a solo developer, I used generative AI tools during the development process to assist with creating game assets (such as character artwork and item graphics), composing background music, and generating or refining code snippets. All AI-assisted content was pre-generated prior to release and manually curated. No AI content is generated live during gameplay.
This game uses generative AI tools for parts of its 3D model creation and music/sound effect production.
Core elements of the game experience — including the scenario, game design, AI logic design and implementation, and part balance adjustments — are created and decided primarily by the developer himself.
In keeping with the game's own concept of "designing AI logic to fight," the development process itself also actively incorporates collaboration with AI. This game was completed by using dialogue with AI to work around the limitations of a one-person team.
Some card artwork, character illustrations, and marketing text were created with the assistance of generative AI tools, then reviewed, edited, and curated by the developer. All game design and code direction is human-led. No AI content is generated live during gameplay.
Generative AI was used throughout development to create the game's visual assets and other production content. All game design, extensive balancing, and fine-tuning were done manually by the development team.
Generative AI tools were used during the development of Bubblecore: Survivors to assist with programming and to create some of the game’s visual and audio assets. All AI-assisted content was selected, edited, integrated, and reviewed by the developer.
Generative AI is not used at runtime: the game does not connect to AI services or generate content while the player is playing.
Draftfall uses pre-generated generative AI content created during development. Most 2D visual assets—including character artwork, sprites, backgrounds, card illustrations and story panels—were created with AI assistance, along with portions of the narrative and gameplay text. All content was reviewed, edited and integrated by the developer. Draftfall does not generate AI content during gameplay or connect to generative AI services while running.
AI was only used to generate minimal resources to support unit design and partial localization.
All AI-assisted content has been reviewed, and the final assets were manually drawn to fit the game's artistic style and atmosphere.
The visual art in Gearbound is made with PixelLab, an AI pixel-art tool. Every sprite, animation, tileset, background, prop, interface element and piece of marketing art was generated with PixelLab and then directed, edited and assembled by us.
The music and sound effects are rendered by synthesis scripts that were written with AI assistance. No generative audio model was used, and nothing was sourced from a music-generation service.
Nothing is generated by AI while you play. Every asset is finished and baked into the build before it ships, and the game makes no AI calls at runtime.
Penguin Fury uses generative AI tools for part of its content.
Localization: The game is available in 39 languages. The original text was
written by the developer. The translations were produced with AI translation
tools and reviewed before release.
Art: Some achievement icons and character/UI artwork were created with the help
of AI image tools and then edited by the developer.
Store page: Some of the text and images on this store page were created with AI
assistance and edited by the developer.
No AI content is generated while you play. Everything in the game is created in
advance and shipped with the build.