We use generative AI across all disciplines of game development with heavy amounts of human editing. That involves audio and visual art. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to.
Generative AI tools were used as an assistive tool to draft and localize portions of the game's text and Steam store marketing copy. All outputs were reviewed, edited, and approved by the developer before inclusion. The game does not generate AI content while running.
I write this game's code with the help of AI coding tools, and I review everything that ships. All the art is drawn by code — no AI image generation anywhere.
The enemy is a small neural network that trains locally on how you move. It only controls the eye's behavior, and it never generates art, text, or audio.
Some character models, textures, animations, and visual props were created before release using generative AI tools, including Meshy image-to-3D, auto-rigging, and animation. Selected outputs were edited, integrated, and reviewed by the developer. Generative AI also assisted in drafting and refining portions of the Steam store-page text. The game does not generate AI content during gameplay and does not connect to external AI services.
Einige visuelle Elemente des Spiels wurden mithilfe generativer KI-Tools erstellt und anschließend vom Entwickler ausgewählt, bearbeitet und integriert. Während des Spielablaufs kommt keine generative KI zum Einsatz.
The game contains pre-generated 2D artwork created with the assistance of generative AI tools during development. This includes some character artwork, backgrounds, UI elements, and promotional/library artwork. All assets were manually reviewed and edited before inclusion. The game does not generate any content using AI while running.
Generative AI was used to assist in the creation of the game’s promotional videos and most of its art assets. All puzzles in the game were manually designed and created by the development team.
We used a Gen AI powered tool to localize the following:
- (in some languages) In-game text
- (in some languages) Steam store descriptions
We plan to replace these with human translation and LQA when we can afford it.
Until then, we are using Gen AI temporarily.
We used a Gen AI powered tool to localize the following:
- (in some languages) In-game text
- (in some languages) Steam store descriptions
We plan to replace these with human translation and LQA when we can afford it.
Until then, we are using Gen AI temporarily.
Almost the entire game uses traditional assets made by people. Artificial intelligence was only used as an aid to create some music, sound effects, images, and translations.
IKANDY includes an optional AI scene generator. When you choose to use it, it creates new audio-reactive visual scenes in real time from a text prompt you write. This content is generated live, only when you request it, using an AI service you connect with your own API key. Not required to use IKANDY. Some of IKANDY's artwork and promotional media (key art, trailer visuals and music, and some in-app imagery) was created with generative AI tools and is reviewed by the developer.
VoxelForge includes local generative AI features for user-assisted 3D and voxel asset creation.
Users can provide their own source images and use the application to generate 3D models, voxel assets, meshes, textures, and related production assets. This generation runs locally on the user’s computer using model files bundled with the application.
VoxelForge does not connect to an external AI service during normal use. It does not require a Hugging Face account, API key, cloud generation service, or external server connection at runtime. User input images and generated outputs are not uploaded to our servers.
The AI features are intended as creative tools for asset production. Users are responsible for ensuring that they have the necessary rights to any images or source material they import, and for reviewing generated outputs before using or distributing them.
Final Deal is a human-created game. Generative AI tools were used as part of the development process for brainstorming and concept exploration of some visual assets. All gameplay mechanics, systems, writing, artistic direction, and final creative were made by the developer.
The Moment of Panic uses generative artificial intelligence during gameplay to power its AI advisor characters. These locally running, open-source LLM-based advisors respond to intelligence signals, argue from assigned personalities, and attempt to influence the player’s decisions. Core game logic, threat truth, scoring, win/loss conditions, and outcomes are controlled by the game itself, not by the language model. Generative AI is used for dynamic in-game text responses only, and for some images shown alongside that text. Images are not generated at runtime.
Some visual elements in this game, such as textures and illustrations, were partially generated or enhanced using artificial intelligence tools, and then manually refined and integrated by the development team.
This game uses generative AI tools during development.
All voice-over audio is generated using AI tools.
The game does not use live generative AI during gameplay.
Some visual assets, including text, promotional artwork and capsule images, were generated using AI tools and then reviewed and edited by the developer.
This game analyzes and evaluates images input by the user using a Visual Language Model, and outputs the results as text.
This game contains ai (grok) generated graphic assets.
The in-game AI woman voice created with AI, which is authentic. With a zero budget and modern technologies that are freely available to everyone, our team(me) decided it would be authentic if an AI voiced the AI in the game. Of course, if we(I) had money, we would have done everything differently.
Several music tracks used AI tools during production. When possible I used historical paintings for reference in drawing pixel art for cards, but some card art used generated art for inspiration instead.
The translation of this version was created with the help of AI. The game’s story, original writing, artwork, and music were created by hand by the author in 2018.
This game was developed with the assistance of generative AI tools for coding support and some visual asset creation.
All content was reviewed and finalized by the developer.
No generative AI is used during gameplay.
CAI UWE uses generative AI technologies (Large Language Models) to generate the character's dialogues in real-time. There are no pre-written scripts; all of UWE's answers are generated live based on the user's chat inputs.
Some visual art assets displayed within the in-game gallery were created using generative AI tools. These images were manually curated, edited, and selected by the developer to fit the game's psychological themes and narrative structure. No live generation occurs during gameplay.
Generative AI was used to create a small portion of the visual content in a video segment. This is openly acknowledged in the game as part of the story.
To help with store visuals I used generative AI tools to assist in creating some promotional artwork and banners for the Steam page. All actual game content, gameplay and in-game assets were made without using AI.
If you could peek inside my code or topology, you would BEG me to use AI to fix it. BUT NO. This crap is handmade and stays that way! The soundtrack, however, is a hybrid: I used generative AI to create raw textures, which I then manually arranged and mixed.
We use generative AI across all disciplines of game development with heavy amounts of human editing. That involves audio and visual art. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to.
Generative AI tools were used as an assistive tool to draft and localize portions of the game's text and Steam store marketing copy. All outputs were reviewed, edited, and approved by the developer before inclusion. The game does not generate AI content while running.
I write this game's code with the help of AI coding tools, and I review everything that ships. All the art is drawn by code — no AI image generation anywhere.
The enemy is a small neural network that trains locally on how you move. It only controls the eye's behavior, and it never generates art, text, or audio.
Some character models, textures, animations, and visual props were created before release using generative AI tools, including Meshy image-to-3D, auto-rigging, and animation. Selected outputs were edited, integrated, and reviewed by the developer. Generative AI also assisted in drafting and refining portions of the Steam store-page text. The game does not generate AI content during gameplay and does not connect to external AI services.
Einige visuelle Elemente des Spiels wurden mithilfe generativer KI-Tools erstellt und anschließend vom Entwickler ausgewählt, bearbeitet und integriert. Während des Spielablaufs kommt keine generative KI zum Einsatz.
The game contains pre-generated 2D artwork created with the assistance of generative AI tools during development. This includes some character artwork, backgrounds, UI elements, and promotional/library artwork. All assets were manually reviewed and edited before inclusion. The game does not generate any content using AI while running.
Generative AI was used to assist in the creation of the game’s promotional videos and most of its art assets. All puzzles in the game were manually designed and created by the development team.
We used a Gen AI powered tool to localize the following:
- (in some languages) In-game text
- (in some languages) Steam store descriptions
We plan to replace these with human translation and LQA when we can afford it.
Until then, we are using Gen AI temporarily.
We used a Gen AI powered tool to localize the following:
- (in some languages) In-game text
- (in some languages) Steam store descriptions
We plan to replace these with human translation and LQA when we can afford it.
Until then, we are using Gen AI temporarily.
Almost the entire game uses traditional assets made by people. Artificial intelligence was only used as an aid to create some music, sound effects, images, and translations.
IKANDY includes an optional AI scene generator. When you choose to use it, it creates new audio-reactive visual scenes in real time from a text prompt you write. This content is generated live, only when you request it, using an AI service you connect with your own API key. Not required to use IKANDY. Some of IKANDY's artwork and promotional media (key art, trailer visuals and music, and some in-app imagery) was created with generative AI tools and is reviewed by the developer.
VoxelForge includes local generative AI features for user-assisted 3D and voxel asset creation.
Users can provide their own source images and use the application to generate 3D models, voxel assets, meshes, textures, and related production assets. This generation runs locally on the user’s computer using model files bundled with the application.
VoxelForge does not connect to an external AI service during normal use. It does not require a Hugging Face account, API key, cloud generation service, or external server connection at runtime. User input images and generated outputs are not uploaded to our servers.
The AI features are intended as creative tools for asset production. Users are responsible for ensuring that they have the necessary rights to any images or source material they import, and for reviewing generated outputs before using or distributing them.
Final Deal is a human-created game. Generative AI tools were used as part of the development process for brainstorming and concept exploration of some visual assets. All gameplay mechanics, systems, writing, artistic direction, and final creative were made by the developer.
The Moment of Panic uses generative artificial intelligence during gameplay to power its AI advisor characters. These locally running, open-source LLM-based advisors respond to intelligence signals, argue from assigned personalities, and attempt to influence the player’s decisions. Core game logic, threat truth, scoring, win/loss conditions, and outcomes are controlled by the game itself, not by the language model. Generative AI is used for dynamic in-game text responses only, and for some images shown alongside that text. Images are not generated at runtime.
Some visual elements in this game, such as textures and illustrations, were partially generated or enhanced using artificial intelligence tools, and then manually refined and integrated by the development team.
This game uses generative AI tools during development.
All voice-over audio is generated using AI tools.
The game does not use live generative AI during gameplay.
Some visual assets, including text, promotional artwork and capsule images, were generated using AI tools and then reviewed and edited by the developer.
This game analyzes and evaluates images input by the user using a Visual Language Model, and outputs the results as text.
This game contains ai (grok) generated graphic assets.
The in-game AI woman voice created with AI, which is authentic. With a zero budget and modern technologies that are freely available to everyone, our team(me) decided it would be authentic if an AI voiced the AI in the game. Of course, if we(I) had money, we would have done everything differently.
Several music tracks used AI tools during production. When possible I used historical paintings for reference in drawing pixel art for cards, but some card art used generated art for inspiration instead.
The translation of this version was created with the help of AI. The game’s story, original writing, artwork, and music were created by hand by the author in 2018.
This game was developed with the assistance of generative AI tools for coding support and some visual asset creation.
All content was reviewed and finalized by the developer.
No generative AI is used during gameplay.
CAI UWE uses generative AI technologies (Large Language Models) to generate the character's dialogues in real-time. There are no pre-written scripts; all of UWE's answers are generated live based on the user's chat inputs.
Some visual art assets displayed within the in-game gallery were created using generative AI tools. These images were manually curated, edited, and selected by the developer to fit the game's psychological themes and narrative structure. No live generation occurs during gameplay.
Generative AI was used to create a small portion of the visual content in a video segment. This is openly acknowledged in the game as part of the story.
To help with store visuals I used generative AI tools to assist in creating some promotional artwork and banners for the Steam page. All actual game content, gameplay and in-game assets were made without using AI.
If you could peek inside my code or topology, you would BEG me to use AI to fix it. BUT NO. This crap is handmade and stays that way! The soundtrack, however, is a hybrid: I used generative AI to create raw textures, which I then manually arranged and mixed.