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.
Some pre-generated 2D illustrations (menu backgrounds, mode card images, app icon, and store capsule artwork) were created with AI image generation tools and reviewed by a human. The game itself contains no live-generated AI content — all gameplay, 3D models, audio, and code are human-made.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
All visual assets, audio, course designs / implementations are human created. The aim was to ensure all creative elements were human created with the majority coming from the original Xbox Indie Game.
Generative AI was used to port between the now defunct Xbox Indie (XGFW) platform to a modern platform (MonoGame) and to move to modern graphics cards (shaders). It was also used to add additional, optional, CRT visual modes and to do non-creative changes including identifying and resolving bugs and optimising play to improve framerate and minimum requirements.
Some of this game's assets were made with generative AI tools: the music, the store artwork, and the French translation. Everything ships as fixed files that were generated, chosen, and edited by the developer. Nothing is generated while you play, and the game never connects to an AI service.
The observation tower model in SaboTour was initially created using an
AI-based 3D generation tool, then manually repaired, retopologized and
finished in Blender. No other AI-generated content is included, and the
game does not generate any content using AI while it is running.
We use generative AI tools during the pre-production phase to create specific pre-rendered assets for the final game build. Specifically, AI assistance was utilized to generate elements of the instrumental soundtrack, ambient sound effects, and select minor environment/prop assets within the game world. No AI content is generated live or dynamically during gameplay, and all assets have been thoroughly reviewed to ensure they do not infringe on existing copyrights.
Most of the 2D art in Abys Orbit is AI-assisted, generated with Google Gemini
during development. Ship and NPC sprite sheets begin as Gemini concept images,
are converted to 3D meshes with Meshy.ai, and are then rendered to 2D sprites
in Blender. One dashboard background is a NASA public-domain photograph revised
with AI. All AI-generated assets are reviewed and edited by us before shipping.
The following content is NOT AI-generated: rank insignia (drawn by hand in
Adobe Illustrator), the Scout ship model (a commercially licensed 3D asset
rendered in 3ds Max), UI and research icons (licensed from CraftPix under their
commercial license), two NASA public-domain images, and all audio, which we
produced ourselves.
No AI-generated content is created at runtime; all generation happens during
development.
Power Pony Drift uses AI-generated content that was created during development, and every piece was reviewed, edited, and curated by the developer before being included:
- Character models: The base 3D pony models were generated with AI tools, then hand-rigged, animated, and tuned for the game.
- Audio: The music tracks and some sound effects and voice lines were generated with AI audio tools.
No content is generated while you play — the game contains no runtime AI systems, AI chatbots, or live-generated content. Store page artwork is composited from in-game footage.
Some 2D art assets in this game — such as menu UI textures (buttons and panels) and background images — were created with the help of generative AI image tools during development. All AI-generated assets were reviewed and edited by the developer before being included in the game. No AI-generated content is created live during gameplay.
This game was created in collaboration with my friend Claude Code.
Listen.. I know AI is hated by the community, but I am a single developer with limited time and i wanted to make my progress during that time more efficient.
The direction comes from my side and the passion for this project is still real.
Color Cup Racing uses generative AI tools as part of the development and content creation process.
AI-assisted tools were used to help create or refine some game content, including development support, visual concepts, marketing materials, and/or music assets. All content included in the game is reviewed, selected, edited, and implemented by the developer before release.
The game does not generate AI content during gameplay. Players do not enter prompts, the game does not create live AI-generated images, audio, text, or code while running, and the game does not connect to external AI services during play.
Generative AI tools were used to translate in-game text. Translations into languages spoken by the development team have been reviewed and corrected. Other languages rely primarily on these AI tools.
Some of Blobkey's visual assets were created with the help of generative AI, including character and face art, arena background imagery, menu background art, and imagery used in the trailer. All AI-generated content was produced during development and is baked into the game. No AI content is generated live during gameplay.
Some promotional and marketing materials for FPV PVP - specifically the cinematic announcement trailer and portions of the Steam store capsule/key artwork - were produced with the help of generative AI video and image tools, using our own original in-game drone model and game assets as the reference input. All in-game content (gameplay, 3D models, maps, UI, code and audio) is created by the developer and is not generative-AI content. The game does not generate any AI content live at runtime.
This game utilizes AI tools to assist in the creation of pre-generated assets. AI image generation was used to conceptualize and assist in creating 2D graphical assets. Additionally, AI audio tools (Suno) were used to master, polish, and upgrade the quality of the game's chiptune soundtrack.
AI-assisted tools were used to help create some splash screen visuals and store page promotional artwork. All assets were reviewed and finalized by the developer before being included in the game and store materials.
Some assets in RumBall Stadium were created with the assistance of generative AI tools, specifically the main game thumbnail and a selection of icons and background images used in the game's menus. All gameplay content, including vehicles, arenas, and game systems, was developed by the development team.
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.
This game used generative AI tools during development to assist with the creation and iteration of some visual assets, text and code. All AI-assisted content was reviewed, edited and manually implemented by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used to assist with the creation and iteration of some marketing and store page visual materials. Final assets are manually reviewed, edited, and selected by the developer. The game itself is developed by MICROMETA using original production work and game assets.
Generative AI tools were used during parts of the game's development process for concept exploration, visual ideation, and promotional asset creation.
All gameplay systems, game design, programming, and final in-game content were reviewed, edited, and integrated by the development team.
Visual AI assets were used to fasten the development process, with caution and help of art direction to keep the sketch art style consistent and avoid being another AI slop game.
Currently, this game uses placeholder generative AI images for character portraits and voiceovers for the announcer. Hopefully these assets will be replaced by talented artists overtime.
Some visual assets, promotional images, and text elements were created with the assistance of generative AI tools. The gameplay itself does not use live AI-generated content.
Some visual assets, promotional images, and audio content for this game were created or assisted using generative AI tools. All AI-generated content was reviewed and edited by the developer before inclusion in the game.
Some cosmetic assets and sticker designs used in the game were created or assisted with the help of generative AI tools. All AI-generated content was reviewed and modified before being included in the final product.
In the development of BABY PEAK, we utilized artificial intelligence as a supportive tool to enhance our creative vision. Here is how it was integrated:
Conceptual Brainstorming: AI was used as a sounding board during the early stages of development for brainstorming core mechanics, naming suggestions, and general concepts.
Routine Tasks & Optimization: We employed AI tools to handle repetitive technical tasks, such as optimizing small code snippets and organizing data, to increase our workflow efficiency.
Human-Driven Craftsmanship: All core game design, level architecture, visual identity, and gameplay balancing are entirely the result of our team’s manual work and creativity.
In short, AI did not act as the "creator" of this game; instead, it served as a digital assistant to help us bring our unique ideas to life more efficiently.
AI was used for initial code reviews. Everything it produced was carefully reviewd, and we shipped those results in early production. It also served as a great "rubber duck".
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.
Some pre-generated 2D illustrations (menu backgrounds, mode card images, app icon, and store capsule artwork) were created with AI image generation tools and reviewed by a human. The game itself contains no live-generated AI content — all gameplay, 3D models, audio, and code are human-made.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
All visual assets, audio, course designs / implementations are human created. The aim was to ensure all creative elements were human created with the majority coming from the original Xbox Indie Game.
Generative AI was used to port between the now defunct Xbox Indie (XGFW) platform to a modern platform (MonoGame) and to move to modern graphics cards (shaders). It was also used to add additional, optional, CRT visual modes and to do non-creative changes including identifying and resolving bugs and optimising play to improve framerate and minimum requirements.
Some of this game's assets were made with generative AI tools: the music, the store artwork, and the French translation. Everything ships as fixed files that were generated, chosen, and edited by the developer. Nothing is generated while you play, and the game never connects to an AI service.
The observation tower model in SaboTour was initially created using an
AI-based 3D generation tool, then manually repaired, retopologized and
finished in Blender. No other AI-generated content is included, and the
game does not generate any content using AI while it is running.
We use generative AI tools during the pre-production phase to create specific pre-rendered assets for the final game build. Specifically, AI assistance was utilized to generate elements of the instrumental soundtrack, ambient sound effects, and select minor environment/prop assets within the game world. No AI content is generated live or dynamically during gameplay, and all assets have been thoroughly reviewed to ensure they do not infringe on existing copyrights.
Most of the 2D art in Abys Orbit is AI-assisted, generated with Google Gemini
during development. Ship and NPC sprite sheets begin as Gemini concept images,
are converted to 3D meshes with Meshy.ai, and are then rendered to 2D sprites
in Blender. One dashboard background is a NASA public-domain photograph revised
with AI. All AI-generated assets are reviewed and edited by us before shipping.
The following content is NOT AI-generated: rank insignia (drawn by hand in
Adobe Illustrator), the Scout ship model (a commercially licensed 3D asset
rendered in 3ds Max), UI and research icons (licensed from CraftPix under their
commercial license), two NASA public-domain images, and all audio, which we
produced ourselves.
No AI-generated content is created at runtime; all generation happens during
development.
Power Pony Drift uses AI-generated content that was created during development, and every piece was reviewed, edited, and curated by the developer before being included:
- Character models: The base 3D pony models were generated with AI tools, then hand-rigged, animated, and tuned for the game.
- Audio: The music tracks and some sound effects and voice lines were generated with AI audio tools.
No content is generated while you play — the game contains no runtime AI systems, AI chatbots, or live-generated content. Store page artwork is composited from in-game footage.
Some 2D art assets in this game — such as menu UI textures (buttons and panels) and background images — were created with the help of generative AI image tools during development. All AI-generated assets were reviewed and edited by the developer before being included in the game. No AI-generated content is created live during gameplay.
This game was created in collaboration with my friend Claude Code.
Listen.. I know AI is hated by the community, but I am a single developer with limited time and i wanted to make my progress during that time more efficient.
The direction comes from my side and the passion for this project is still real.
Color Cup Racing uses generative AI tools as part of the development and content creation process.
AI-assisted tools were used to help create or refine some game content, including development support, visual concepts, marketing materials, and/or music assets. All content included in the game is reviewed, selected, edited, and implemented by the developer before release.
The game does not generate AI content during gameplay. Players do not enter prompts, the game does not create live AI-generated images, audio, text, or code while running, and the game does not connect to external AI services during play.
Generative AI tools were used to translate in-game text. Translations into languages spoken by the development team have been reviewed and corrected. Other languages rely primarily on these AI tools.
Some of Blobkey's visual assets were created with the help of generative AI, including character and face art, arena background imagery, menu background art, and imagery used in the trailer. All AI-generated content was produced during development and is baked into the game. No AI content is generated live during gameplay.
Some promotional and marketing materials for FPV PVP - specifically the cinematic announcement trailer and portions of the Steam store capsule/key artwork - were produced with the help of generative AI video and image tools, using our own original in-game drone model and game assets as the reference input. All in-game content (gameplay, 3D models, maps, UI, code and audio) is created by the developer and is not generative-AI content. The game does not generate any AI content live at runtime.
This game utilizes AI tools to assist in the creation of pre-generated assets. AI image generation was used to conceptualize and assist in creating 2D graphical assets. Additionally, AI audio tools (Suno) were used to master, polish, and upgrade the quality of the game's chiptune soundtrack.
AI-assisted tools were used to help create some splash screen visuals and store page promotional artwork. All assets were reviewed and finalized by the developer before being included in the game and store materials.
Some assets in RumBall Stadium were created with the assistance of generative AI tools, specifically the main game thumbnail and a selection of icons and background images used in the game's menus. All gameplay content, including vehicles, arenas, and game systems, was developed by the development team.
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.
This game used generative AI tools during development to assist with the creation and iteration of some visual assets, text and code. All AI-assisted content was reviewed, edited and manually implemented by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used to assist with the creation and iteration of some marketing and store page visual materials. Final assets are manually reviewed, edited, and selected by the developer. The game itself is developed by MICROMETA using original production work and game assets.
Generative AI tools were used during parts of the game's development process for concept exploration, visual ideation, and promotional asset creation.
All gameplay systems, game design, programming, and final in-game content were reviewed, edited, and integrated by the development team.
Visual AI assets were used to fasten the development process, with caution and help of art direction to keep the sketch art style consistent and avoid being another AI slop game.
Currently, this game uses placeholder generative AI images for character portraits and voiceovers for the announcer. Hopefully these assets will be replaced by talented artists overtime.
Some visual assets, promotional images, and text elements were created with the assistance of generative AI tools. The gameplay itself does not use live AI-generated content.
Some visual assets, promotional images, and audio content for this game were created or assisted using generative AI tools. All AI-generated content was reviewed and edited by the developer before inclusion in the game.
Some cosmetic assets and sticker designs used in the game were created or assisted with the help of generative AI tools. All AI-generated content was reviewed and modified before being included in the final product.
In the development of BABY PEAK, we utilized artificial intelligence as a supportive tool to enhance our creative vision. Here is how it was integrated:
Conceptual Brainstorming: AI was used as a sounding board during the early stages of development for brainstorming core mechanics, naming suggestions, and general concepts.
Routine Tasks & Optimization: We employed AI tools to handle repetitive technical tasks, such as optimizing small code snippets and organizing data, to increase our workflow efficiency.
Human-Driven Craftsmanship: All core game design, level architecture, visual identity, and gameplay balancing are entirely the result of our team’s manual work and creativity.
In short, AI did not act as the "creator" of this game; instead, it served as a digital assistant to help us bring our unique ideas to life more efficiently.
AI was used for initial code reviews. Everything it produced was carefully reviewd, and we shipped those results in early production. It also served as a great "rubber duck".