AI-enabled tools were used during development to assist with asset creation. Some visual and audio assets in the finished game incorporate AI-assisted or AI-generated source material. For more information, visit https://jetgrave.com/ai-use/
This game was created by an independent developer. Generative AI tools were used during development to assist with programming, debugging, text editing, and the initial localization of Simplified Chinese, Traditional Chinese, English, Japanese, and Korean. All AI-assisted content was manually reviewed, edited, and approved by the developer. The game does not use generative AI to create content during gameplay, and player data is not used for AI training.
A small number of textures in this game were generated with the assistance of AI tools. These are placeholders intended to be replaced with hand-made assets in future updates. As for the rest of the assets, they were hand made using 3D modelling and texturing software.
AI tools (LLMs) were used solely for programming assistance, brainstorming, and writing Unreal Engine Blueprint logic. All visual assets, 3D models, and gameplay systems were entirely created and implemented manually by the solo developer.
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
I use generative AI as a tool during development:
• Some 3D models (characters, creatures and props) were created with AI generation tools, then edited, rigged and animated by hand for use in the game.
• Some sound effects were generated with AI audio tools, then edited and mixed by hand.
• Some store page and marketing artwork was created with AI image generation.
Everything produced this way is reviewed and reworked by me before it ships. The game generates no content while you play and connects to no AI service at runtime.
AI tools were used to assist in writing, optimizing, and debugging code scripts during development. All game mechanics were manually implemented and tested
Generative AI was used to assist in creating some UI elements. No AI-generated content was used as-is; all assets were manually reviewed, refined, and polished by our designers before inclusion in the game.
Generative AI tools were used during development to assist with programming and Unreal Engine Blueprint creation, the creation of some 3D assets, selected music and audio, and some promotional artwork and marketing materials. AI-generated content is reviewed and edited by the development team before use. The game does not generate AI content during gameplay.
Green vs Tan was built with AI-assisted development tools under human direction. Every design decision was made and reviewed by a person.
The art you see while playing is not shipped as image files. The soldiers, vehicles, carpet and bosses are drawn procedurally by the game's own code, and the sound effects are synthesized as they play.
Some of our store and marketing artwork was AI-assisted and human-curated.
No content is generated by AI while you play, and the game never calls out to an AI service.
Generative AI tools were used during development to assist with portions of programming and to create selected pre-generated audio and visual assets. These include some character and commentator voice lines and branding artwork. All AI-assisted content was reviewed and integrated by the developer. No generative AI runs during gameplay, and no player input or personal data is sent to AI services.
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.
STRIKEM uses generative AI for some illustrated background art only. All gameplay sprites — characters, enemies, and tilesets — were hand-created without AI. All assets are pre-generated; nothing is AI-generated at runtime.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No 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.
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 promotional images and in-game 2D visual assets were created or edited with the assistance of generative AI tools. All final assets were reviewed and edited by our art team before inclusion in the game/store page. We have checked the content to ensure it does not include illegal or infringing material.
AI image-generation tools were used to create the background illustrations, card illustrations, and other visual assets for this game. AI tools were also used to produce the background music (BGM), based on melodies I composed.
THE UNSHARED uses pre-rendered AI-generated assets: the CURATOR's voice (Kokoro-82M TTS) and two UI images (logo and menu background). No AI content is generated during gameplay.
Most of the images used in the narrative mode scenes were initially generated using generative AI and subsequently refined through manual editing. Generative AI was also employed to assist with the translation of the narrative text.
The game was designed, assembled, reworked, tested, and integrated by the developer, with a manually defined artistic direction and gameplay experience.
Generative AI tools were used as creative assistance for certain visual, audio, cinematic, code-related, and promotional content.
This content was then selected, edited, adapted, and adjusted to match the game’s artistic identity, gameplay, and final experience.
This game utilizes generative artificial intelligence tools in its development to assist our small team. Specifically, AI was used to help localize our Steam store listing text into multiple languages to reach a broader audience. Additionally, AI tools were used to help refine and format certain store promotional images and icons, which are strictly based on and adapted from our original, human-created hand-drawn concept art. No live-generated AI content is used during active gameplay.
Generative AI was used to assist with drafts of some visual, audio, narrative, and localization assets, as well as marketing materials. All AI-assisted content was reviewed, edited, and finalized manually by the developer.
The game does not generate AI content during gameplay and does not connect to any external AI service.
Due to the very short development time frame (1 month) with a 1 man team some icons and images were AI generated and will be modified before the release.
This game was developed by a solo developer with the assistance of generative AI tools in areas including programming logic, visual asset creation, and music and sound effects. Not all content was AI-generated — game design, mechanics, systems, level structure, and overall creative direction were conceived and built by the developer. All AI-assisted content was curated, directed, and refined to serve the game's creative vision.
SPECTRENDS currently uses generative artificial intelligence for some placeholder visuals and promotional assets during development.
These AI-generated assets are temporary and will be fully replaced with original, hand-crafted art before the game's full release.
The final version of the game will not use generative AI for any assets.
Generative AI was used only for a small portion of the game's visual and marketing materials, which were subsequently refined by the developer. The overwhelming majority of graphics and content were created manually or obtained from licensed sources.
Character, monster, and object sprites, as well as the app icon, were created using AI image generation tools and subsequently hand-edited and refined by the developer. Some in-game text was written with AI assistance.
Generative AI was used to assist with the creation of some 3D models, music, sound effects, and certain visual assets used in the game and on the store page. Tools such as Meshy AI and Suno AI were used during asset creation. All final assets were reviewed, selected, and edited before being included in the final product.
AI was used solely to assist with the English and Spanish translations, which were then manually reviewed by the developers. However, they may still contain errors. If you find any, please let us know.
Some of the art is generated, and Localization was done by AI as well.
These usages are all temporary and will be replaced with real art, and localization by launch
AI-enabled tools were used during development to assist with asset creation. Some visual and audio assets in the finished game incorporate AI-assisted or AI-generated source material. For more information, visit https://jetgrave.com/ai-use/
This game was created by an independent developer. Generative AI tools were used during development to assist with programming, debugging, text editing, and the initial localization of Simplified Chinese, Traditional Chinese, English, Japanese, and Korean. All AI-assisted content was manually reviewed, edited, and approved by the developer. The game does not use generative AI to create content during gameplay, and player data is not used for AI training.
A small number of textures in this game were generated with the assistance of AI tools. These are placeholders intended to be replaced with hand-made assets in future updates. As for the rest of the assets, they were hand made using 3D modelling and texturing software.
AI tools (LLMs) were used solely for programming assistance, brainstorming, and writing Unreal Engine Blueprint logic. All visual assets, 3D models, and gameplay systems were entirely created and implemented manually by the solo developer.
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
I use generative AI as a tool during development:
• Some 3D models (characters, creatures and props) were created with AI generation tools, then edited, rigged and animated by hand for use in the game.
• Some sound effects were generated with AI audio tools, then edited and mixed by hand.
• Some store page and marketing artwork was created with AI image generation.
Everything produced this way is reviewed and reworked by me before it ships. The game generates no content while you play and connects to no AI service at runtime.
AI tools were used to assist in writing, optimizing, and debugging code scripts during development. All game mechanics were manually implemented and tested
Generative AI was used to assist in creating some UI elements. No AI-generated content was used as-is; all assets were manually reviewed, refined, and polished by our designers before inclusion in the game.
Generative AI tools were used during development to assist with programming and Unreal Engine Blueprint creation, the creation of some 3D assets, selected music and audio, and some promotional artwork and marketing materials. AI-generated content is reviewed and edited by the development team before use. The game does not generate AI content during gameplay.
Green vs Tan was built with AI-assisted development tools under human direction. Every design decision was made and reviewed by a person.
The art you see while playing is not shipped as image files. The soldiers, vehicles, carpet and bosses are drawn procedurally by the game's own code, and the sound effects are synthesized as they play.
Some of our store and marketing artwork was AI-assisted and human-curated.
No content is generated by AI while you play, and the game never calls out to an AI service.
Generative AI tools were used during development to assist with portions of programming and to create selected pre-generated audio and visual assets. These include some character and commentator voice lines and branding artwork. All AI-assisted content was reviewed and integrated by the developer. No generative AI runs during gameplay, and no player input or personal data is sent to AI services.
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.
STRIKEM uses generative AI for some illustrated background art only. All gameplay sprites — characters, enemies, and tilesets — were hand-created without AI. All assets are pre-generated; nothing is AI-generated at runtime.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No 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.
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 promotional images and in-game 2D visual assets were created or edited with the assistance of generative AI tools. All final assets were reviewed and edited by our art team before inclusion in the game/store page. We have checked the content to ensure it does not include illegal or infringing material.
AI image-generation tools were used to create the background illustrations, card illustrations, and other visual assets for this game. AI tools were also used to produce the background music (BGM), based on melodies I composed.
THE UNSHARED uses pre-rendered AI-generated assets: the CURATOR's voice (Kokoro-82M TTS) and two UI images (logo and menu background). No AI content is generated during gameplay.
Most of the images used in the narrative mode scenes were initially generated using generative AI and subsequently refined through manual editing. Generative AI was also employed to assist with the translation of the narrative text.
The game was designed, assembled, reworked, tested, and integrated by the developer, with a manually defined artistic direction and gameplay experience.
Generative AI tools were used as creative assistance for certain visual, audio, cinematic, code-related, and promotional content.
This content was then selected, edited, adapted, and adjusted to match the game’s artistic identity, gameplay, and final experience.
This game utilizes generative artificial intelligence tools in its development to assist our small team. Specifically, AI was used to help localize our Steam store listing text into multiple languages to reach a broader audience. Additionally, AI tools were used to help refine and format certain store promotional images and icons, which are strictly based on and adapted from our original, human-created hand-drawn concept art. No live-generated AI content is used during active gameplay.
Generative AI was used to assist with drafts of some visual, audio, narrative, and localization assets, as well as marketing materials. All AI-assisted content was reviewed, edited, and finalized manually by the developer.
The game does not generate AI content during gameplay and does not connect to any external AI service.
Due to the very short development time frame (1 month) with a 1 man team some icons and images were AI generated and will be modified before the release.
This game was developed by a solo developer with the assistance of generative AI tools in areas including programming logic, visual asset creation, and music and sound effects. Not all content was AI-generated — game design, mechanics, systems, level structure, and overall creative direction were conceived and built by the developer. All AI-assisted content was curated, directed, and refined to serve the game's creative vision.
SPECTRENDS currently uses generative artificial intelligence for some placeholder visuals and promotional assets during development.
These AI-generated assets are temporary and will be fully replaced with original, hand-crafted art before the game's full release.
The final version of the game will not use generative AI for any assets.
Generative AI was used only for a small portion of the game's visual and marketing materials, which were subsequently refined by the developer. The overwhelming majority of graphics and content were created manually or obtained from licensed sources.
Character, monster, and object sprites, as well as the app icon, were created using AI image generation tools and subsequently hand-edited and refined by the developer. Some in-game text was written with AI assistance.
Generative AI was used to assist with the creation of some 3D models, music, sound effects, and certain visual assets used in the game and on the store page. Tools such as Meshy AI and Suno AI were used during asset creation. All final assets were reviewed, selected, and edited before being included in the final product.
AI was used solely to assist with the English and Spanish translations, which were then manually reviewed by the developers. However, they may still contain errors. If you find any, please let us know.
Some of the art is generated, and Localization was done by AI as well.
These usages are all temporary and will be replaced with real art, and localization by launch