Beneath Solmere includes pre-generated content created with the assistance of generative AI tools. This includes six music tracks created with Google Gemini/Lyria, AI-assisted localization for nine non-English languages, and AI-generated artwork used in Steam Store marketing materials. No generative AI is used during gameplay.
Este jogo foi desenvolvido por um único criador com o auxílio de Inteligência Artificial (IA) no processo de programação e na criação de alguns efeitos sonoros e áudios.
Todas as artes, imagens, sprites e frames dentro do jogo foram criados inteiramente à mão, sem qualquer uso de IA.
Generative AI is used in a supplementary capacity, at two points. First, as a drafting step for some of the game's 2D illustrations: every such asset is then rebuilt through our own production pipeline — reduced to a strict 1-bit black-and-white format, curated, and animated frame by frame with in-house tools — so that it matches our art direction. Second, the game is written in French, and its translations into the eight other supported languages are AI-assisted. No generative AI runs in the game itself: all content ships fixed with the build.
AI-based tools were used solely as a supportive aid for creating select pre-rendered in-game assets and text, with all final content thoroughly reviewed and refined by the development team. The game contains no live-generated AI content during gameplay.
Some of Card Slay's pre-generated content was created with the help of generative AI tools and then reviewed and finished by hand. No content is generated by AI during gameplay.
AI was primarily used in two sections of the game. To aid and assist with turning 2d sprites that were created into animated variations of them.
Steam store page pictures use AI to create variants of my logo. The background itself is AI the logo was designed by me and AI was used to adjust it in the photo.
Some of the artwork in Scoundrel: The Descent, including the illustrated card art and background images, was created with the help of generative AI tools and then reviewed and edited by hand. No AI-generated content is produced while you play. If you would rather not see it, Settings includes a "No AI art" option that hides the card illustrations and shows only suit, rank, and frame.
Generative AI was used to create portions of the promotional trailer. The game itself does not contain AI-generated 3D assets; its 3D assets are commercially licensed assets.
Our work incorporates commissioned artwork, licensed and publicly available assets, and AI-generated content. Regardless of the source materials used, the final product is the creative expression of our development team.
Generative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input.
Generative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input.
Pixel art assets (characters, monsters, bosses, projectiles, spirits, tiles) were created with PixelLab, an AI pixel-art tool, and then edited by hand to fit the game. No AI is used at runtime. All code, game design, sound effects and music are human-authored (audio is synthesized in code).
All artwork (characters, monsters, environments, visual effects) and much of the game's code were created with generative AI tools. No content is AI-generated while the game runs.
Ashen Wild was created almost exclusively with AI tools to generate the code and graphics, VFX, sound etc. The store page, website and other marketing materials were created using AI.
Some of this game's art and audio assets were created using generative AI tools, from the studio's own prompts and under our tool licenses, then curated and edited by the team. All game code and text were written by hand.
Some of this game's pre-generated assets were created by Meridian Studios using generative AI tools, from our own prompts and under our licenses: 2D art (illustrations, backgrounds, character and enemy tokens, icons, and store art) generated with FLUX via the Replicate API, and a portion of the sound effects generated with ElevenLabs. All AI-assisted assets were reviewed, curated, and integrated by the studio. No AI-generated content is produced live during gameplay, and no player data is sent to any AI service.
Portions of the in-game codex (character biographies, historical battle summaries) were drafted with the assistance of a large language model based on the developer's own lore notes and edited by hand. A subset of pixel-art tile and prop textures were procedurally generated from developer-written Python scripts. All content is reviewed and finalized by the developer; no generative image models (e.g. Stable Diffusion, Midjourney) were used to produce in-game art.
We use AI-based text-to-speech tools to generate the character voice-over in this game. Everything else that ships in the game is made by our own development team.
The background images featured in the game were created using AI.
Some of the images used in the in-game UI were generated using AI.
The in-game background music (BGM) was created using AI.
Generative AI was used during development to create a small amount of temporary placeholder imagery. AI-generated content is limited to pre-generated visual assets and no AI content is generated during gameplay.
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.
Generative AI was used during development to create initial visual concepts and source imagery. These images were then substantially edited, redrawn, and altered by the developer before being included in the final game.
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.
Some 2D‑art assets in this game are created with the assistance of generative‑AI tools. These assets have been filtered, edited, composited and manually reviewed by the developer before being used in‑game. The game does not perform real‑time content generation based on player input during runtime, nor does it send any player input to generative‑AI services.
The text on this game's Steam store page was drafted with the help of generative AI and then edited by the developer. All in-game art, models, sounds and the game's logo are made by hand. No AI-generated content is produced while the game is running.
Galithia uses generative AI during development for some concepting, visual iteration, and content support. Any AI-assisted assets or materials are reviewed, modified, and integrated by the developer, with final approval and creative direction remaining fully human-led. Gameplay systems, combat balance, encounter design, and final implementation are developer-controlled.
Generative AI was used during development to assist with editing and reviewing some narrative text and with localization. AI-assisted text was reviewed and edited manually by the developer before being included in the game. No AI-generated content is created live during gameplay.
Artwork, music and parts of the text were created with AI tools and individually curated, refined and hand-fitted into the game by the developer. No AI content is generated at runtime.
Beneath Solmere includes pre-generated content created with the assistance of generative AI tools. This includes six music tracks created with Google Gemini/Lyria, AI-assisted localization for nine non-English languages, and AI-generated artwork used in Steam Store marketing materials. No generative AI is used during gameplay.
Este jogo foi desenvolvido por um único criador com o auxílio de Inteligência Artificial (IA) no processo de programação e na criação de alguns efeitos sonoros e áudios.
Todas as artes, imagens, sprites e frames dentro do jogo foram criados inteiramente à mão, sem qualquer uso de IA.
Generative AI is used in a supplementary capacity, at two points. First, as a drafting step for some of the game's 2D illustrations: every such asset is then rebuilt through our own production pipeline — reduced to a strict 1-bit black-and-white format, curated, and animated frame by frame with in-house tools — so that it matches our art direction. Second, the game is written in French, and its translations into the eight other supported languages are AI-assisted. No generative AI runs in the game itself: all content ships fixed with the build.
AI-based tools were used solely as a supportive aid for creating select pre-rendered in-game assets and text, with all final content thoroughly reviewed and refined by the development team. The game contains no live-generated AI content during gameplay.
Some of Card Slay's pre-generated content was created with the help of generative AI tools and then reviewed and finished by hand. No content is generated by AI during gameplay.
AI was primarily used in two sections of the game. To aid and assist with turning 2d sprites that were created into animated variations of them.
Steam store page pictures use AI to create variants of my logo. The background itself is AI the logo was designed by me and AI was used to adjust it in the photo.
Some of the artwork in Scoundrel: The Descent, including the illustrated card art and background images, was created with the help of generative AI tools and then reviewed and edited by hand. No AI-generated content is produced while you play. If you would rather not see it, Settings includes a "No AI art" option that hides the card illustrations and shows only suit, rank, and frame.
Generative AI was used to create portions of the promotional trailer. The game itself does not contain AI-generated 3D assets; its 3D assets are commercially licensed assets.
Our work incorporates commissioned artwork, licensed and publicly available assets, and AI-generated content. Regardless of the source materials used, the final product is the creative expression of our development team.
Generative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input.
Generative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input.
Pixel art assets (characters, monsters, bosses, projectiles, spirits, tiles) were created with PixelLab, an AI pixel-art tool, and then edited by hand to fit the game. No AI is used at runtime. All code, game design, sound effects and music are human-authored (audio is synthesized in code).
All artwork (characters, monsters, environments, visual effects) and much of the game's code were created with generative AI tools. No content is AI-generated while the game runs.
Ashen Wild was created almost exclusively with AI tools to generate the code and graphics, VFX, sound etc. The store page, website and other marketing materials were created using AI.
Some of this game's art and audio assets were created using generative AI tools, from the studio's own prompts and under our tool licenses, then curated and edited by the team. All game code and text were written by hand.
Some of this game's pre-generated assets were created by Meridian Studios using generative AI tools, from our own prompts and under our licenses: 2D art (illustrations, backgrounds, character and enemy tokens, icons, and store art) generated with FLUX via the Replicate API, and a portion of the sound effects generated with ElevenLabs. All AI-assisted assets were reviewed, curated, and integrated by the studio. No AI-generated content is produced live during gameplay, and no player data is sent to any AI service.
Portions of the in-game codex (character biographies, historical battle summaries) were drafted with the assistance of a large language model based on the developer's own lore notes and edited by hand. A subset of pixel-art tile and prop textures were procedurally generated from developer-written Python scripts. All content is reviewed and finalized by the developer; no generative image models (e.g. Stable Diffusion, Midjourney) were used to produce in-game art.
We use AI-based text-to-speech tools to generate the character voice-over in this game. Everything else that ships in the game is made by our own development team.
The background images featured in the game were created using AI.
Some of the images used in the in-game UI were generated using AI.
The in-game background music (BGM) was created using AI.
Generative AI was used during development to create a small amount of temporary placeholder imagery. AI-generated content is limited to pre-generated visual assets and no AI content is generated during gameplay.
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.
Generative AI was used during development to create initial visual concepts and source imagery. These images were then substantially edited, redrawn, and altered by the developer before being included in the final game.
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.
Some 2D‑art assets in this game are created with the assistance of generative‑AI tools. These assets have been filtered, edited, composited and manually reviewed by the developer before being used in‑game. The game does not perform real‑time content generation based on player input during runtime, nor does it send any player input to generative‑AI services.
The text on this game's Steam store page was drafted with the help of generative AI and then edited by the developer. All in-game art, models, sounds and the game's logo are made by hand. No AI-generated content is produced while the game is running.
Galithia uses generative AI during development for some concepting, visual iteration, and content support. Any AI-assisted assets or materials are reviewed, modified, and integrated by the developer, with final approval and creative direction remaining fully human-led. Gameplay systems, combat balance, encounter design, and final implementation are developer-controlled.
Generative AI was used during development to assist with editing and reviewing some narrative text and with localization. AI-assisted text was reviewed and edited manually by the developer before being included in the game. No AI-generated content is created live during gameplay.
Artwork, music and parts of the text were created with AI tools and individually curated, refined and hand-fitted into the game by the developer. No AI content is generated at runtime.