AI-generated content in this project is limited to the store page and marketing materials. The game build itself contains no AI-generated content.
Store page text: The store description and Early Access questionnaire answers were drafted with the assistance of a large language model, then reviewed and edited by the developer.
Not AI-generated: All in-game art, models, textures and animation. 3D assets are CC0-licensed (Kenney) or built by the developer in Blender; textures are CC0/licensed sets from Poly Haven, ambientCG and Poliigon. All screenshots and capsule images are real frames captured from the game's renderer, composited with the game's own title typography. No image generation model was used to produce any art in the game or on the store page.
The game is developed entirely by a solo developer. AI has therefore only been leveraged as a tool for productivity and efficiency - the overall game is fully imagined, designed, and brought together by the developer.
Some visual assets and music used in this game were created with the assistance of generative AI. All AI-generated content was reviewed, if needed edited, and curated by the developer before being included in the game.
AI generation tools were used to help create the character art on the Steam capsule and the in-game skill icons. AI was also used to assist with localization/translation. All assets were reviewed and finalized by the developer.
The game's surface textures — the colour and relief maps applied to parts,
buildings, terrain and visual effects — and its sound effects were created
with generative AI tools during development. They are generated ahead of
time, reviewed and integrated by hand, and ship with the game as ordinary
image and audio files.
Nothing is generated while you play, and the game never connects to an AI
service.
The simulation itself — orbital mechanics, aerodynamics, the production chains — is written by hand.
Some game art was created with generative AI assistance (Grok / xAI). Design and direction by Rubbleline Games. No AI content is generated during gameplay, and the game does not call external AI services while playing.
Generative AI was used as a creative tool to assist with parts of the artwork, code, and written content. All design choices, creative direction, edits, and final decisions were made by the human developer, with all AI-assisted work reviewed and refined before release.
Some store, library, and marketing images were created with a generative image tool, then cropped and composited to Steam sizes. The playable game does not generate AI content at runtime. In-game planets, textures, and simulation are not live AI.
Generative AI tools assisted with some pre-generated player-facing text, localization, visual designs, and store and marketing content. All resulting material was reviewed and edited before inclusion. Random Mix does not use generative AI at runtime or connect to an AI service. Its music is generated locally through conventional procedural algorithms based on music-theory rules; no machine-learning model is involved.
Some of SALTWRATH's audio and store artwork was created using generative AI tools and then edited by hand. The music and sound effects were generated with Suno, then trimmed, mixed and levelled manually before being used in the game. Some store page and capsule artwork was generated with an AI image tool and edited before use.
The game itself does not use generative AI while you play. Nothing is generated live during a run, no content changes between playthroughs because of AI, and no player input is ever sent to an AI service.
Tower Craft was developed with AI-assisted tools. All 3D models, animations and sound effects are procedurally generated by code that was written with AI assistance; the interface translations for the game's 14 languages were produced with AI assistance and reviewed by the developer. Store page text and marketing materials were also created with AI assistance. The game does not generate any content with AI at runtime — every battle plays out through deterministic, hand-tuned game logic.
Some 2D art was made with generative AI as a starting point, cards are renders of our real 3D models with painted backgrounds. No in-game AI, no AI voices, no real people's likenesses. Art may be replaced during Early Access.
The game's design, rules, simulation, scenarios, and text are all authored by people. Some event background illustrations and background music were produced with generative tools run in-house by the development team, and every asset was then accepted or rejected by a human. The game does not generate any content while it runs.
Cindervale Idle was developed with the help of generative AI tools.
The game's artwork - the vector icons used for items, skills and interface elements - and much of its written content, including item and monster descriptions, tooltips and flavor text, were produced with AI assistance, then reviewed, edited and assembled by myself.
No AI runs while you play.
Some of this game's localized text was translated with AI assistance. All translated content has been manually reviewed and proofread to ensure quality and accuracy, and does not contain any illegal or infringing material.
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.
During development we used generative AI in a few places. A large language model helped write some of the game's text (in-game descriptions, events, and store copy). The music and many of the sound effects were created with Adobe Firefly, while some other sounds are generated in real time by the game's own code. The app icon was also created with Adobe Firefly. The in-game graphics are drawn procedurally by the game's code and are not AI-generated. Nothing is generated by AI while you play: every AI-assisted asset is created during development and shipped as a fixed file. The generative AI tools used (Adobe Firefly) grant commercial usage rights.
AI tools were used during development for the following assets:
Steam Store capsule images and marketing art
Game localization and text translations
Select 2D visual assets and graphics in the game
Shadow Slayer is built almost entirely in code. The character and enemy art is
drawn procedurally as vector graphics, and the sound effects and adaptive music
layers are synthesized in real time in the browser - none of that is AI-generated.
Generative AI tools were used to help create some of the content that ships with
the game:
- Music: several of the recorded background-music tracks were produced with the
help of generative AI music tools.
- Localization: the non-English translations were produced with AI-assisted
translation and reviewed by the developer.
- Store page & marketing images: some capsule/promotional artwork was created
with generative AI image tools.
All AI-assisted content was selected, edited, and integrated by a human
developer. No AI content is generated live while you play - everything ships
pre-made and reviewed.
This game uses AI-generated music (Suno) and AI-generated voice acting (ElevenLabs). All AI-generated content has been reviewed and curated by the developer before inclusion in the game.
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.
Many scene illustrations were generated with AI image tools, then selected, edited, and integrated by hand. Every image in the game was individually reviewed and curated by the developer.
No Witnesses is developed by a two-man team, therefore generative AI has been used to assist in the creation of marketing assets and other player facing interfaces. All generated content is reviewed and perfected by a human before use.No Witnesses utilises third-party assets, of which we cannot attest to the creation of.
Generative AI tools were used during the production of the game as creative and technical support. This applies only to content prepared in advance during development.
AI was used in several areas, including:
Artwork and promotional materials — generating base images, character concepts, interface concepts, reference images, and materials later used as a foundation for manual editing or further production.
3D models — some models are created with the help of AI tools and an image-to-3D workflow, then selected, adjusted, and integrated into the game.
Voice acting — character voices are created using AI-based voice synthesis.
Code and production tools — AI assistants support coding, code analysis, refactoring, and optimization.
Design consultation — AI tools are used as support for analyzing ideas, designing interfaces, refining descriptions, and planning game systems.
The main concept of the game, story structure, quest dependencies, world direction, and dialogue content are created and supervised by the game’s author. Content created with the help of AI is selected, edited, and implemented manually.
The game does not contain AI-generated content created in real time during gameplay.
Generative AI was used in creating the fictional high schools, nicknames, and logos. I encourage all users to utilize the editing abilities in this game to create your very own universe. Generative AI is a great way to do this, so pick your favorite AI and build away!
The game does not use live AI-generated content. All gameplay assets were created by an artist. Some promotional images and UI artwork were initially generated with AI and then manually edited and refined.
Suho's background music was produced with the help of a generative AI music tool, and some store-page text was drafted with AI assistance and edited by a human. We intend to replace the AI-generated music with commissioned, original music. All gameplay, game design, code, and in-game visual art are human-authored or rendered programmatically (not AI-generated), and no AI content is generated live during play - the soundtrack ships as fixed, pre-made audio files.
Generative AI tools were used during development to assist with some early visual concepts, select sprite bases, music/audio drafts, and voice/audio prototypes. All AI-assisted content included in the game was selected, edited, refined, and reviewed by the development team to fit the game’s final style and direction. The game does not generate AI content during gameplay.
In this work, much of the text is interactively generated by a language generation AI. In addition, language generation AI is used for various judgments on the text entered by players. Furthermore, all the illustrations in this work are created using image generation AI.
The art, music, and writing in this game were created with AI tools during development, directed by the developer through written prompts. The development process is documented publicly, prompt by prompt. The shipped game contains no live or runtime AI generation — the in-game assistant “Aya” is a hand-authored, deterministic simulation, and the game makes no network or model calls during play.
This game and its store page may include pre-generated AI-assisted content, such as visual assets, store artwork, marketing images, text drafts and localization support. All AI-assisted content is reviewed, selected and edited manually before inclusion.
The game does not use live-generated AI during gameplay.
AI-generated content in this project is limited to the store page and marketing materials. The game build itself contains no AI-generated content.
Store page text: The store description and Early Access questionnaire answers were drafted with the assistance of a large language model, then reviewed and edited by the developer.
Not AI-generated: All in-game art, models, textures and animation. 3D assets are CC0-licensed (Kenney) or built by the developer in Blender; textures are CC0/licensed sets from Poly Haven, ambientCG and Poliigon. All screenshots and capsule images are real frames captured from the game's renderer, composited with the game's own title typography. No image generation model was used to produce any art in the game or on the store page.
The game is developed entirely by a solo developer. AI has therefore only been leveraged as a tool for productivity and efficiency - the overall game is fully imagined, designed, and brought together by the developer.
Some visual assets and music used in this game were created with the assistance of generative AI. All AI-generated content was reviewed, if needed edited, and curated by the developer before being included in the game.
AI generation tools were used to help create the character art on the Steam capsule and the in-game skill icons. AI was also used to assist with localization/translation. All assets were reviewed and finalized by the developer.
The game's surface textures — the colour and relief maps applied to parts,
buildings, terrain and visual effects — and its sound effects were created
with generative AI tools during development. They are generated ahead of
time, reviewed and integrated by hand, and ship with the game as ordinary
image and audio files.
Nothing is generated while you play, and the game never connects to an AI
service.
The simulation itself — orbital mechanics, aerodynamics, the production chains — is written by hand.
Some game art was created with generative AI assistance (Grok / xAI). Design and direction by Rubbleline Games. No AI content is generated during gameplay, and the game does not call external AI services while playing.
Generative AI was used as a creative tool to assist with parts of the artwork, code, and written content. All design choices, creative direction, edits, and final decisions were made by the human developer, with all AI-assisted work reviewed and refined before release.
Some store, library, and marketing images were created with a generative image tool, then cropped and composited to Steam sizes. The playable game does not generate AI content at runtime. In-game planets, textures, and simulation are not live AI.
Generative AI tools assisted with some pre-generated player-facing text, localization, visual designs, and store and marketing content. All resulting material was reviewed and edited before inclusion. Random Mix does not use generative AI at runtime or connect to an AI service. Its music is generated locally through conventional procedural algorithms based on music-theory rules; no machine-learning model is involved.
Some of SALTWRATH's audio and store artwork was created using generative AI tools and then edited by hand. The music and sound effects were generated with Suno, then trimmed, mixed and levelled manually before being used in the game. Some store page and capsule artwork was generated with an AI image tool and edited before use.
The game itself does not use generative AI while you play. Nothing is generated live during a run, no content changes between playthroughs because of AI, and no player input is ever sent to an AI service.
Tower Craft was developed with AI-assisted tools. All 3D models, animations and sound effects are procedurally generated by code that was written with AI assistance; the interface translations for the game's 14 languages were produced with AI assistance and reviewed by the developer. Store page text and marketing materials were also created with AI assistance. The game does not generate any content with AI at runtime — every battle plays out through deterministic, hand-tuned game logic.
Some 2D art was made with generative AI as a starting point, cards are renders of our real 3D models with painted backgrounds. No in-game AI, no AI voices, no real people's likenesses. Art may be replaced during Early Access.
The game's design, rules, simulation, scenarios, and text are all authored by people. Some event background illustrations and background music were produced with generative tools run in-house by the development team, and every asset was then accepted or rejected by a human. The game does not generate any content while it runs.
Cindervale Idle was developed with the help of generative AI tools.
The game's artwork - the vector icons used for items, skills and interface elements - and much of its written content, including item and monster descriptions, tooltips and flavor text, were produced with AI assistance, then reviewed, edited and assembled by myself.
No AI runs while you play.
Some of this game's localized text was translated with AI assistance. All translated content has been manually reviewed and proofread to ensure quality and accuracy, and does not contain any illegal or infringing material.
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.
During development we used generative AI in a few places. A large language model helped write some of the game's text (in-game descriptions, events, and store copy). The music and many of the sound effects were created with Adobe Firefly, while some other sounds are generated in real time by the game's own code. The app icon was also created with Adobe Firefly. The in-game graphics are drawn procedurally by the game's code and are not AI-generated. Nothing is generated by AI while you play: every AI-assisted asset is created during development and shipped as a fixed file. The generative AI tools used (Adobe Firefly) grant commercial usage rights.
AI tools were used during development for the following assets:
Steam Store capsule images and marketing art
Game localization and text translations
Select 2D visual assets and graphics in the game
Shadow Slayer is built almost entirely in code. The character and enemy art is
drawn procedurally as vector graphics, and the sound effects and adaptive music
layers are synthesized in real time in the browser - none of that is AI-generated.
Generative AI tools were used to help create some of the content that ships with
the game:
- Music: several of the recorded background-music tracks were produced with the
help of generative AI music tools.
- Localization: the non-English translations were produced with AI-assisted
translation and reviewed by the developer.
- Store page & marketing images: some capsule/promotional artwork was created
with generative AI image tools.
All AI-assisted content was selected, edited, and integrated by a human
developer. No AI content is generated live while you play - everything ships
pre-made and reviewed.
This game uses AI-generated music (Suno) and AI-generated voice acting (ElevenLabs). All AI-generated content has been reviewed and curated by the developer before inclusion in the game.
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.
Many scene illustrations were generated with AI image tools, then selected, edited, and integrated by hand. Every image in the game was individually reviewed and curated by the developer.
No Witnesses is developed by a two-man team, therefore generative AI has been used to assist in the creation of marketing assets and other player facing interfaces. All generated content is reviewed and perfected by a human before use.No Witnesses utilises third-party assets, of which we cannot attest to the creation of.
Generative AI tools were used during the production of the game as creative and technical support. This applies only to content prepared in advance during development.
AI was used in several areas, including:
Artwork and promotional materials — generating base images, character concepts, interface concepts, reference images, and materials later used as a foundation for manual editing or further production.
3D models — some models are created with the help of AI tools and an image-to-3D workflow, then selected, adjusted, and integrated into the game.
Voice acting — character voices are created using AI-based voice synthesis.
Code and production tools — AI assistants support coding, code analysis, refactoring, and optimization.
Design consultation — AI tools are used as support for analyzing ideas, designing interfaces, refining descriptions, and planning game systems.
The main concept of the game, story structure, quest dependencies, world direction, and dialogue content are created and supervised by the game’s author. Content created with the help of AI is selected, edited, and implemented manually.
The game does not contain AI-generated content created in real time during gameplay.
Generative AI was used in creating the fictional high schools, nicknames, and logos. I encourage all users to utilize the editing abilities in this game to create your very own universe. Generative AI is a great way to do this, so pick your favorite AI and build away!
The game does not use live AI-generated content. All gameplay assets were created by an artist. Some promotional images and UI artwork were initially generated with AI and then manually edited and refined.
Suho's background music was produced with the help of a generative AI music tool, and some store-page text was drafted with AI assistance and edited by a human. We intend to replace the AI-generated music with commissioned, original music. All gameplay, game design, code, and in-game visual art are human-authored or rendered programmatically (not AI-generated), and no AI content is generated live during play - the soundtrack ships as fixed, pre-made audio files.
Generative AI tools were used during development to assist with some early visual concepts, select sprite bases, music/audio drafts, and voice/audio prototypes. All AI-assisted content included in the game was selected, edited, refined, and reviewed by the development team to fit the game’s final style and direction. The game does not generate AI content during gameplay.
In this work, much of the text is interactively generated by a language generation AI. In addition, language generation AI is used for various judgments on the text entered by players. Furthermore, all the illustrations in this work are created using image generation AI.
The art, music, and writing in this game were created with AI tools during development, directed by the developer through written prompts. The development process is documented publicly, prompt by prompt. The shipped game contains no live or runtime AI generation — the in-game assistant “Aya” is a hand-authored, deterministic simulation, and the game makes no network or model calls during play.
This game and its store page may include pre-generated AI-assisted content, such as visual assets, store artwork, marketing images, text drafts and localization support. All AI-assisted content is reviewed, selected and edited manually before inclusion.
The game does not use live-generated AI during gameplay.