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Generative AI was used only for localization. As a solo developer, I used AI tools to translate the game's text into other languages, which would not have been possible for me otherwise. All artwork, audio, and gameplay content were created without generative AI.
Generative AI tools were used extensively during the development of BLACKBELL, including for artwork, writing, audio, code, and production support. All AI-generated content included in the shipped game is pre-generated, selected, edited, and integrated by the developer. The developer is responsible for the game's creative direction, design, curation, quality control, and final implementation.
The character, hat, background and icon artwork in the game, and the artwork on this store page, were created with AI image generation and then selected, cut out and adjusted by the developer. In-game text and translations were written with the help of AI tools. Nothing is generated by AI while you play.
Pre-generated content: Many 3D models and textures used in the game, including cakes, fruit, items, tools, and environmental/shop assets, were generated using Meshy AI and then edited and integrated by the developer. Generative AI was also used to assist in drafting some store-page text, which was reviewed and edited by the developer. No generative AI is used at runtime. No AI-generated voice or music is used.
Some of the art in Planet Pilot was made with generative AI tools during development, then selected, edited and fitted into the game by the developer. This covers the store and key art, many 2D illustrations (mission briefing, Legends, ace, medal and loading pictures, hangar plane pictures, emblems and some painted ground textures), the picture thumbnails in the landmarks list, and the high-detail 3D models of more than 40 landmarks. The game's translations were made with AI tools and reviewed by the developer. In the trailers, the opening 30 seconds of the cinematic trailer and the trailer music and sound effects were made with AI tools. The world, aircraft, flight model and gameplay were built by the developer. Nothing in the game is generated by AI while you play.
Luckforge was made with the help of generative AI tools, selected and directed by the developer. The title-screen and battle backdrops were generated from our own layout briefs and screenshots, then converted to the game's pixel grid and colour palette. The pixel sprites, in-game text, translations and store text were created with AI assistance. Some promotional materials use AI-generated art or music. Nothing is generated by AI while you play.
Some art assets (the board game box covers, in-game posters and the game logo) and the background music were created with the help of generative AI tools, then selected and refined by our small team. Everything else, from the shop itself to the gameplay, was built by hand. No AI content is generated during gameplay.
Generative AI tools were used during development to create the sky panoramas, several 3D models and textures, the music and sound effects, and the store art. No AI content is generated while you play.
The intro cinematic and the artwork taken from it (used on this store page) were generated with AI video tools from the game's own 3D models, as were some illustrations and icons of the interface. The soundtrack was composed with an AI music tool, and the translations were made with AI assistance. No AI generates content while you play.
Generative AI tools were used during development to create some of the game’s 2D artwork, 3D assets, and music, as well as Steam store artwork. These are pre-generated assets. The game does not generate AI content or connect to external AI services during gameplay.
AI Generated Content Disclosure
The developers of LIGHT IT provide the following disclosure regarding the use of AI tools in the creation of this game. All AI-assisted content is pre-generated; the game does not generate any AI content live during gameplay.
Music: The in-game music was produced using Suno, an AI music-generation tool.
Art: Some visual assets were created with the assistance of AI image-generation tools.
Code: AI assistants were used to help brainstorm implementation ideas and to assist with debugging.
All AI-assisted content and code was reviewed, tested, and refined by the developer before being included in the final game.
Some 2D artwork in the game, such as backgrounds, decoration items and illustrations, was made with the help of generative AI image tools and then edited and adjusted by the developer. Some in-game text translations were also produced with AI assistance. All sound and music are created by the game’s own code. No content is generated by AI while you play.
The music was created with Suno and the logo lettering with an AI image tool (DeeVid); both were edited and are fixed assets in the game. The tutorial voice is text-to-speech. Nothing is generated while the game runs.
Boop Bay was made by its developer with the help of an AI assistant (Anthropic's Claude). The art (the vector drawings of the places and animals) was drawn by the AI as code and SVG under the developer's direction; no image-generation models were used. The on-screen text in languages other than English was translated with AI. Store page text was drafted with AI and edited by the developer. The animal and instrument sounds are public-domain (CC0) recordings made by people; the other sounds are synthesized by the game.
Pre-generated content: Parts of the game were made with generative AI tools and then selected, edited and integrated by the developer: the soundtrack (made with Suno), interface icons and stickers, the painted world illustrations on the level cards and act screens, sound effects and the spoken sheep lines. Some in-game and store texts, including the English translation, were drafted with an AI assistant and edited by the developer. All 3D models, animations and levels are made by the developer's own tools. The game does not generate content with AI while it runs.
Boomside's background artwork, including the title-screen city and the district backgrounds, was created with the help of generative AI image tools. The developer then selected, edited and integrated it into the game. The game does not use AI to generate any content while you play.
We are a team of 3 developers and everything you see in the game including 3D models, textures, and environments were crafted entirely by human hands. We used Generative AI for store capsule images, translations, and the soundtrack.
The background music tracks were created with the help of generative AI, and the translated in-game text for some languages was produced with AI assistance. The game does not use AI while you play.
Generative AI tools were used during development to create visual assets, including character artwork, environments, and visual effects, as well as in-game music. AI tools also assisted with promotional artwork and the translation of store descriptions. These contents were generated during development. The game does not generate content using AI during gameplay.
Generative AI tools were used to help create some visual assets, animated effects, text and translations in the game and its store materials. These assets were prepared in advance and integrated by the developer. The game does not generate AI content during gameplay. Generative AI was also used to create some music and sound effects for the trailers.
AI tools were used to support the development of this game. Some of the audio was created with generative AI. All content was reviewed and selected by the developer.
Generative AI was used to help write the text in the game and on the store page, including their translations. The game does not generate any AI content during play.
The translations used on the current store page and in the upcoming demo were created using generative AI. For the full release, these translations will be reviewed by human translators or replaced with complete human translations, and we will faithfully announce any changes.
All other artwork, sound, and narrative in the game are created entirely by the developer.
Generative AI tools were used during development to help create some visual assets and branding. Some music and sound effects were developed with AI-assisted composition and procedural sound synthesis. Store screenshots and gameplay video are captured from the game. These assets are prepared before release.
AI tools assisted in developing some procedural animations and sound effects. These elements were reviewed and refined to match the game’s artistic direction.
All in-game graphical assets were handcrafted by artists.
Generative AI was used during development to help create some environment models and props, as well as the day/night UI illustrations. The game does not generate AI content during gameplay.Generative AI was also used to help create some store and promotional artwork and store descriptions.
AI-GENERATED CONTENT
Parts of this game were created with generative AI tools during development. Character art, backgrounds and icons were generated with image models and then edited, composited and corrected by hand. The voice acting in Portuguese and English was produced with AI voice synthesis. Some sound effects and cutscene music were generated with AI audio tools. Much of the source code was written with the assistance of an AI coding tool, reviewed and tested by the developer.
All of this content was generated before release and ships as fixed audio and image files. Game design, economy, balancing, story and script are the developer's own work, as is the procedurally synthesized music and sound of the minigames, which uses no AI model.
Generative AI tools were used during development to create background artwork, images, music, and translations. These are pre-generated assets. No AI content is generated during gameplay.
Some visual assets in this game, including certain 3D models, textures, UI elements, icons, and character portraits, as well as background music and some sound effects, were created in advance with the help of generative AI tools. The developer reviewed and integrated the AI-generated assets. Some music and UI, victory, and defeat sound effects were generated with Google Gemini; other sound effects use third-party recordings or procedural synthesis. The game does not use generative AI at runtime, generate content while you play, or connect to AI services.
Generative AI is used solely to assist with localization and translation work; all texts are reviewed and modified by the developers. This work does not use AI-generated art, audio, or real-time AI-generated content within the game.
Generative AI was used to assist with localization of in-game text from English to Spanish, French, German, Japanese, Korean, Simplified Chinese, Portuguese, and Russian.
Generative tools were used as part of the visual and audio development process. Final assets were reviewed, selected, edited, and refined by human developers before being implemented in the game.
Used Ai to generate a NPC of my daughter Princess Octavia, Also used it to implement bought assets from epic store. Used to generate capsules for steam page.
Some of the in-game text (dialogue and descriptions) was written with the help of AI and reviewed and edited line by line by the developer. All pixel art and music are drawn and synthesized in real time by the game's own code, which was written with AI assistance; no AI image or audio generation models were used.
We used AI tools to assist with parts of development: writing some of the game code, changing the colors of existing 2D textures, and localizing the game's text into other languages. All AI-assisted results were reviewed and edited by our team.
Generative AI tools were used during development to create selected visual and audio assets. All AI-generated content was reviewed, edited, and integrated by the development team.
Made by one developer with a little help from AI! Some artwork and text started life in generative AI tools, then got edited and polished by hand. Nothing is generated while you play.
AI tools were used during development to assist with writing and debugging game code and to generate card illustrations and promotional artwork. All AI-generated content is created before release. 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.
I used AI tools to turn my sketches into clean vector (SVG) art: the goblin, the cards, the decorations, the logo and the store images.
The text of this store page was written with AI help, from my own notes and my own story, and edited by me.
The game does not create any AI content while you play: everything you see was made before release.
The game is made by a single developer, with help from two friends. I used generative AI for some of the artwork (backgrounds, portraits, icons, book covers, record sleeves, skies) and for some of the music, selecting, editing and integrating every asset by hand. 3D models were bought from their creators, taken from free libraries or made in Blender, and sound effects come from free sound libraries: all authors are credited in the game.
Generative AI was used only for localization. As a solo developer, I used AI tools to translate the game's text into other languages, which would not have been possible for me otherwise. All artwork, audio, and gameplay content were created without generative AI.
Generative AI tools were used extensively during the development of BLACKBELL, including for artwork, writing, audio, code, and production support. All AI-generated content included in the shipped game is pre-generated, selected, edited, and integrated by the developer. The developer is responsible for the game's creative direction, design, curation, quality control, and final implementation.
The character, hat, background and icon artwork in the game, and the artwork on this store page, were created with AI image generation and then selected, cut out and adjusted by the developer. In-game text and translations were written with the help of AI tools. Nothing is generated by AI while you play.
Pre-generated content: Many 3D models and textures used in the game, including cakes, fruit, items, tools, and environmental/shop assets, were generated using Meshy AI and then edited and integrated by the developer. Generative AI was also used to assist in drafting some store-page text, which was reviewed and edited by the developer. No generative AI is used at runtime. No AI-generated voice or music is used.
Some of the art in Planet Pilot was made with generative AI tools during development, then selected, edited and fitted into the game by the developer. This covers the store and key art, many 2D illustrations (mission briefing, Legends, ace, medal and loading pictures, hangar plane pictures, emblems and some painted ground textures), the picture thumbnails in the landmarks list, and the high-detail 3D models of more than 40 landmarks. The game's translations were made with AI tools and reviewed by the developer. In the trailers, the opening 30 seconds of the cinematic trailer and the trailer music and sound effects were made with AI tools. The world, aircraft, flight model and gameplay were built by the developer. Nothing in the game is generated by AI while you play.
Luckforge was made with the help of generative AI tools, selected and directed by the developer. The title-screen and battle backdrops were generated from our own layout briefs and screenshots, then converted to the game's pixel grid and colour palette. The pixel sprites, in-game text, translations and store text were created with AI assistance. Some promotional materials use AI-generated art or music. Nothing is generated by AI while you play.
Some art assets (the board game box covers, in-game posters and the game logo) and the background music were created with the help of generative AI tools, then selected and refined by our small team. Everything else, from the shop itself to the gameplay, was built by hand. No AI content is generated during gameplay.
Generative AI tools were used during development to create the sky panoramas, several 3D models and textures, the music and sound effects, and the store art. No AI content is generated while you play.
The intro cinematic and the artwork taken from it (used on this store page) were generated with AI video tools from the game's own 3D models, as were some illustrations and icons of the interface. The soundtrack was composed with an AI music tool, and the translations were made with AI assistance. No AI generates content while you play.
Generative AI tools were used during development to create some of the game’s 2D artwork, 3D assets, and music, as well as Steam store artwork. These are pre-generated assets. The game does not generate AI content or connect to external AI services during gameplay.
AI Generated Content Disclosure
The developers of LIGHT IT provide the following disclosure regarding the use of AI tools in the creation of this game. All AI-assisted content is pre-generated; the game does not generate any AI content live during gameplay.
Music: The in-game music was produced using Suno, an AI music-generation tool.
Art: Some visual assets were created with the assistance of AI image-generation tools.
Code: AI assistants were used to help brainstorm implementation ideas and to assist with debugging.
All AI-assisted content and code was reviewed, tested, and refined by the developer before being included in the final game.
Some 2D artwork in the game, such as backgrounds, decoration items and illustrations, was made with the help of generative AI image tools and then edited and adjusted by the developer. Some in-game text translations were also produced with AI assistance. All sound and music are created by the game’s own code. No content is generated by AI while you play.
The music was created with Suno and the logo lettering with an AI image tool (DeeVid); both were edited and are fixed assets in the game. The tutorial voice is text-to-speech. Nothing is generated while the game runs.
Boop Bay was made by its developer with the help of an AI assistant (Anthropic's Claude). The art (the vector drawings of the places and animals) was drawn by the AI as code and SVG under the developer's direction; no image-generation models were used. The on-screen text in languages other than English was translated with AI. Store page text was drafted with AI and edited by the developer. The animal and instrument sounds are public-domain (CC0) recordings made by people; the other sounds are synthesized by the game.
Pre-generated content: Parts of the game were made with generative AI tools and then selected, edited and integrated by the developer: the soundtrack (made with Suno), interface icons and stickers, the painted world illustrations on the level cards and act screens, sound effects and the spoken sheep lines. Some in-game and store texts, including the English translation, were drafted with an AI assistant and edited by the developer. All 3D models, animations and levels are made by the developer's own tools. The game does not generate content with AI while it runs.
Boomside's background artwork, including the title-screen city and the district backgrounds, was created with the help of generative AI image tools. The developer then selected, edited and integrated it into the game. The game does not use AI to generate any content while you play.
We are a team of 3 developers and everything you see in the game including 3D models, textures, and environments were crafted entirely by human hands. We used Generative AI for store capsule images, translations, and the soundtrack.
The background music tracks were created with the help of generative AI, and the translated in-game text for some languages was produced with AI assistance. The game does not use AI while you play.
Generative AI tools were used during development to create visual assets, including character artwork, environments, and visual effects, as well as in-game music. AI tools also assisted with promotional artwork and the translation of store descriptions. These contents were generated during development. The game does not generate content using AI during gameplay.
Generative AI tools were used to help create some visual assets, animated effects, text and translations in the game and its store materials. These assets were prepared in advance and integrated by the developer. The game does not generate AI content during gameplay. Generative AI was also used to create some music and sound effects for the trailers.
AI tools were used to support the development of this game. Some of the audio was created with generative AI. All content was reviewed and selected by the developer.
Generative AI was used to help write the text in the game and on the store page, including their translations. The game does not generate any AI content during play.
The translations used on the current store page and in the upcoming demo were created using generative AI. For the full release, these translations will be reviewed by human translators or replaced with complete human translations, and we will faithfully announce any changes.
All other artwork, sound, and narrative in the game are created entirely by the developer.
Generative AI tools were used during development to help create some visual assets and branding. Some music and sound effects were developed with AI-assisted composition and procedural sound synthesis. Store screenshots and gameplay video are captured from the game. These assets are prepared before release.
AI tools assisted in developing some procedural animations and sound effects. These elements were reviewed and refined to match the game’s artistic direction.
All in-game graphical assets were handcrafted by artists.
Generative AI was used during development to help create some environment models and props, as well as the day/night UI illustrations. The game does not generate AI content during gameplay.Generative AI was also used to help create some store and promotional artwork and store descriptions.
AI-GENERATED CONTENT
Parts of this game were created with generative AI tools during development. Character art, backgrounds and icons were generated with image models and then edited, composited and corrected by hand. The voice acting in Portuguese and English was produced with AI voice synthesis. Some sound effects and cutscene music were generated with AI audio tools. Much of the source code was written with the assistance of an AI coding tool, reviewed and tested by the developer.
All of this content was generated before release and ships as fixed audio and image files. Game design, economy, balancing, story and script are the developer's own work, as is the procedurally synthesized music and sound of the minigames, which uses no AI model.
Generative AI tools were used during development to create background artwork, images, music, and translations. These are pre-generated assets. No AI content is generated during gameplay.
Some visual assets in this game, including certain 3D models, textures, UI elements, icons, and character portraits, as well as background music and some sound effects, were created in advance with the help of generative AI tools. The developer reviewed and integrated the AI-generated assets. Some music and UI, victory, and defeat sound effects were generated with Google Gemini; other sound effects use third-party recordings or procedural synthesis. The game does not use generative AI at runtime, generate content while you play, or connect to AI services.
Generative AI is used solely to assist with localization and translation work; all texts are reviewed and modified by the developers. This work does not use AI-generated art, audio, or real-time AI-generated content within the game.
Generative AI was used to assist with localization of in-game text from English to Spanish, French, German, Japanese, Korean, Simplified Chinese, Portuguese, and Russian.
Generative tools were used as part of the visual and audio development process. Final assets were reviewed, selected, edited, and refined by human developers before being implemented in the game.
Used Ai to generate a NPC of my daughter Princess Octavia, Also used it to implement bought assets from epic store. Used to generate capsules for steam page.
Some of the in-game text (dialogue and descriptions) was written with the help of AI and reviewed and edited line by line by the developer. All pixel art and music are drawn and synthesized in real time by the game's own code, which was written with AI assistance; no AI image or audio generation models were used.
We used AI tools to assist with parts of development: writing some of the game code, changing the colors of existing 2D textures, and localizing the game's text into other languages. All AI-assisted results were reviewed and edited by our team.
Generative AI tools were used during development to create selected visual and audio assets. All AI-generated content was reviewed, edited, and integrated by the development team.
Made by one developer with a little help from AI! Some artwork and text started life in generative AI tools, then got edited and polished by hand. Nothing is generated while you play.
AI tools were used during development to assist with writing and debugging game code and to generate card illustrations and promotional artwork. All AI-generated content is created before release. 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.
I used AI tools to turn my sketches into clean vector (SVG) art: the goblin, the cards, the decorations, the logo and the store images.
The text of this store page was written with AI help, from my own notes and my own story, and edited by me.
The game does not create any AI content while you play: everything you see was made before release.
The game is made by a single developer, with help from two friends. I used generative AI for some of the artwork (backgrounds, portraits, icons, book covers, record sleeves, skies) and for some of the music, selecting, editing and integrating every asset by hand. 3D models were bought from their creators, taken from free libraries or made in Blender, and sound effects come from free sound libraries: all authors are credited in the game.