Some of the art, music, voice-over and cinematic clips in Synapse Grid were produced with generative AI tools during development, then edited, curated and directed for release. Nothing is generated while you play.
The tools used, and what each produced:
Google Gemini - concept art and texture reference
ACE-Step - original music tracks
MiniMax-Music3 - original music tiles
IndexTTS - cast voice-over
MiniMax H3 (via ComfyUI) - tutorial and transmission video clips
All of this content was generated for this project. No third party's personal media, voice or likeness is used. The same list is shown in the game's own credits screen.
Separately, the opponent riders use a neural network trained by self-play. That system decides how a bike steers; it does not generate any art, audio or text that you see or hear.
We used an AI diffusion tool in Krita to help create the background for the small capsule shown in search results. Our artist then worked over it with several extra layers, a bit like matte painting. For now, it's a placeholder until our artist finishes the hand-painted version of the small capsule.
The logo and the other capsule images were already hand-painted by our artist. The in-game portraits were also drawn by another artist on our team.
We have a devlog on our website about how we made the capsule artwork and hero portraits, and we'll share the full process on the Steam Community soon too.
The playtest build also includes a few placeholder assets made with AI tools in Krita. Our new UI artist is working on a new UI, so we'll be replacing those placeholders soon. As mentioned above, the hero portraits are also hand-drawn by our artist.
The soundtrack of PERIHELIA was created with the assistance of generative AI music tools. All tracks were curated, edited and integrated by hand, and each ships with a hand-authored beatmap. All other content — art, code, visual effects — is authored directly and drawn procedurally, with no AI involvement.
AI tools were used during development to assist with writing the game's code and text content (including UI text, English/Korean localization, and store page text). All AI-assisted content was created under direct developer supervision and reviewed by the developer. No content is generated by AI at runtime.
BACKBITE's in-game visual art — the snakes, power-up icons and other graphics —
was created with generative AI image tools and then prepared as sprites for the
game. In-game text was translated into the supported languages with AI
assistance. All music and sound effects come from licensed, human-made audio
libraries.
This game uses generative AI to assist with multilingual translation and to create some of its in-game music. All related content was generated in advance during development and reviewed and edited by the development team.
“AI tools were used to upscale/enhance original artwork created by the developer. The resulting assets were subsequently manually reworked and edited to match the game's intended art direction.”
ART AND AUDIO: no generative image or audio models were used. Every texture, sprite, visual effect and musical note in Mool: Chroma is generated at runtime by the game's own code. The build ships no audio files at all, and the only image files it ships are the bitmap font atlases used to draw text. The store page artwork is rendered by that same code. The code itself was written with AI assistance and reviewed by the developer.
TEXT: AI tools were used to help write text. Some in-game narrative and flavor text was drafted with AI assistance, and the game's non-English translations (Korean, Japanese, Simplified Chinese, German, French, Spanish - Latin America, Portuguese - Brazil, Russian) were AI-generated. All of it was reviewed and edited by the developer before shipping.
Nothing is generated live during gameplay.
This game contains pre-generated AI-assisted content used during development, including gameplay code, selected in-game and UI text/localization, generated sound effects, and AI-assisted visual materials for Steam community/store assets such as achievement icons. No AI content is generated live during gameplay, and the game does not connect to external AI services at runtime.
Some of the 2D artwork and animation frames in this game were produced with the assistance of generative AI tools. Every AI-assisted asset was reviewed and edited by me (the developer) before shipping. The game contains no live-generated AI content — all art, animation, and text are fixed at release and identical for every player.
Generative AI was used during development to assist with coding, promotional artwork, and store-page copy and localization. All outputs were reviewed by the developer.
AI-enabled tools were used during development to assist with asset creation. Some visual and audio assets in the finished game incorporate AI-assisted or AI-generated source material. For more information, visit https://jetgrave.com/ai-use/
All shipped assets are first-party or CC0/OFL-licensed human-made packs. Some 3D
meshes (enemy armor fused onto CC0 base rigs, the drone, weapon models) and the
entire soundtrack are produced by deterministic, first-party procedural build
scripts; those scripts were written with the help of an AI code assistant. No
image-, audio- or voice-generation model produced any shipped asset. The game's
written text — squad comms, item and mission descriptions, narrative screens —
and this store page's copy were drafted with AI assistance under developer
direction, then reviewed and edited by the developer. The game contains no
runtime or live AI generation.
The game's core visual presentation is built around human-created playable character sprite sheets and map artwork, while the level layouts and game design are created by the developer. Generative AI was used for selected pre-generated audio, localization, and supporting visual content such as the logo and key art. No generative AI content is generated during gameplay.
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.
Source code and store page copy were written with AI assistance (Claude), reviewed and edited by the developer before shipping. No AI-generated artwork, music, voice or narrative content ships in this game. All in-game visuals are hand-written shaders and code-drawn geometry; sound effects are procedurally synthesised by a deterministic script; music is licensed from a human artist; fonts are licensed typefaces. No generative AI runs at runtime.
Some of our store and marketing art started as AI-generated images. We used Midjourney to create the base key art for the Steam capsules, the library hero and the page background, then edited and composited those into the final images ourselves. The logo, wordmark and typography are our own work.
The game itself does not use generative AI. Every in-game asset (art, animation, UI, music, sound, and code) was made by us, by hand or with our own tools.
We’ve reviewed the AI-assisted art, we hold the rights to use it commercially, and as far as we’re aware it doesn’t infringe anyone else’s work.
Dubstep: Solar System is an AI-assisted indie game — the studio name, Vibe Coded Reality, wears it proudly. Here is exactly how generative AI was used:
MUSIC: The entire 46-track original dubstep soundtrack was generated with Suno under a paid commercial license, from prompts written by the developer — every track hand-picked from multiple takes and play-tested against the game's beat-gate timing.
CODE: Much of the game's code was written with AI coding assistants working under the developer's direction; all game design, difficulty tuning, and play-testing are human work.
STORE ARTWORK: The cover and capsule artwork were created with AI image tools, then composed and typeset by the developer.
All in-game visuals are drawn procedurally by the game's own code — no AI-generated images appear inside the game itself, and nothing is generated by AI at runtime while you play.
Generative AI tools assisted with English Steam store-page copy, and were used to create pre-generated illustrative key art for Steam store capsules, library artwork, and the store-page background. All AI-assisted outputs are reviewed, edited, integrated, and tested by the developer. The artwork is promotional and is not presented as gameplay footage; screenshots and trailers are captured from the actual game. The game does not use generative AI at runtime or generate live player-facing content.
Generative AI tools were used during development to assist with portions of the game's code, hand-drawn-style visual elements, original music and audio, written text, and some store and community marketing materials. All included material was reviewed, selected, edited, and integrated by the developer.
The game does not use generative AI during gameplay and does not connect to external AI services. Its randomized meadows are created through conventional procedural generation.
AI tools were used to create certain loading screen images, background music and music for the game trailer. All of these Assets were reviewed and modified as necessary to ensure they comply with copyright and content guidelines.
Developed under human creative direction with extensive generative AI assistance for game code, systems implementation, and visual/marketing assets. No generative AI runs live during play.
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.
Some of this game's art assets (character, enemy, boss, and environment artwork) and
its music were produced with the assistance of generative AI tools. All AI-assisted
material was curated, edited, composited, and integrated into the game by hand by the
developer. No AI-generated content is created live during gameplay.
This game was developed with the assistance of generative AI tools.
Generative AI tools assisted with the creation of skill icons, terrain textures, some in-game 3D assets and visual effects, and translated localization text. All final assets and translations included in the game were selected, edited, and reviewed by the developer before integration.
The game does not use any AI features that generate images, text, audio, or other content in real time in response to player input.
Generative AI was used during development to assist with the creation of some pre-generated visual assets, promotional artwork, and localization text. All AI-assisted content was reviewed and edited by the developer before being included. The game does not use live generative AI during gameplay.
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.
Generative AI was used in a limited capacity for pre-generated visual assets and localization assistance during development. Temporary AI-generated artwork will be replaced with original artwork before the full release.
Generative AI tools, including OpenAI ChatGPT/Codex, assisted during development with portions of the original C++ code, interface text, gameplay balancing, documentation, store-page materials, geometric visual design, and music synthesis. The developer reviewed, tested, selected, and integrated the resulting material. In-game graphics are procedurally drawn from original geometric shapes, while the original music and sound effects are synthesized by the game. No third-party characters, music recordings, voices, logos, or downloaded asset packs are included.
Generative AI tools were used to create visual assets, including background artwork and in-game target images. Additionally, AI was utilized to assist with code generation during the development process.
We used generative AI tools during development to create a limited set of pre-generated assets included in the game, including some voice-over lines, vocalizations, and select in-game textures or visual assets. All AI-assisted assets were reviewed, edited, and approved by our team before being included. No AI content is generated during gameplay, and the game does not connect to external AI services.
DEFLEKT uses AI-generated assets created during development ("pre-generated"): 3D models for ships, bosses and environment dioramas, background artwork, and portions of the music soundtrack were generated with AI tools and then curated, edited and integrated by the developer. Sound effects are CC0 licensed (Kenney.nl). The game does not generate any content with AI at runtime.
AI tools were used as supportive tools during the development process, including assistance with code, visual assets, and music. All AI-assisted content was reviewed, edited, and integrated by our development team before being included in the game.
Some of the meshes are generated with AI (its just for pre- alpha), in the final build all AI generated meshes and things will get replaced with handmade stuffs...
Artificial intelligence tools were used to refine part of the game's music and certain sound effects, as well as specific graphical assets, support programming, debugging, and bug-fixing tasks
Some of the art, music, voice-over and cinematic clips in Synapse Grid were produced with generative AI tools during development, then edited, curated and directed for release. Nothing is generated while you play.
The tools used, and what each produced:
Google Gemini - concept art and texture reference
ACE-Step - original music tracks
MiniMax-Music3 - original music tiles
IndexTTS - cast voice-over
MiniMax H3 (via ComfyUI) - tutorial and transmission video clips
All of this content was generated for this project. No third party's personal media, voice or likeness is used. The same list is shown in the game's own credits screen.
Separately, the opponent riders use a neural network trained by self-play. That system decides how a bike steers; it does not generate any art, audio or text that you see or hear.
We used an AI diffusion tool in Krita to help create the background for the small capsule shown in search results. Our artist then worked over it with several extra layers, a bit like matte painting. For now, it's a placeholder until our artist finishes the hand-painted version of the small capsule.
The logo and the other capsule images were already hand-painted by our artist. The in-game portraits were also drawn by another artist on our team.
We have a devlog on our website about how we made the capsule artwork and hero portraits, and we'll share the full process on the Steam Community soon too.
The playtest build also includes a few placeholder assets made with AI tools in Krita. Our new UI artist is working on a new UI, so we'll be replacing those placeholders soon. As mentioned above, the hero portraits are also hand-drawn by our artist.
The soundtrack of PERIHELIA was created with the assistance of generative AI music tools. All tracks were curated, edited and integrated by hand, and each ships with a hand-authored beatmap. All other content — art, code, visual effects — is authored directly and drawn procedurally, with no AI involvement.
AI tools were used during development to assist with writing the game's code and text content (including UI text, English/Korean localization, and store page text). All AI-assisted content was created under direct developer supervision and reviewed by the developer. No content is generated by AI at runtime.
BACKBITE's in-game visual art — the snakes, power-up icons and other graphics —
was created with generative AI image tools and then prepared as sprites for the
game. In-game text was translated into the supported languages with AI
assistance. All music and sound effects come from licensed, human-made audio
libraries.
This game uses generative AI to assist with multilingual translation and to create some of its in-game music. All related content was generated in advance during development and reviewed and edited by the development team.
“AI tools were used to upscale/enhance original artwork created by the developer. The resulting assets were subsequently manually reworked and edited to match the game's intended art direction.”
ART AND AUDIO: no generative image or audio models were used. Every texture, sprite, visual effect and musical note in Mool: Chroma is generated at runtime by the game's own code. The build ships no audio files at all, and the only image files it ships are the bitmap font atlases used to draw text. The store page artwork is rendered by that same code. The code itself was written with AI assistance and reviewed by the developer.
TEXT: AI tools were used to help write text. Some in-game narrative and flavor text was drafted with AI assistance, and the game's non-English translations (Korean, Japanese, Simplified Chinese, German, French, Spanish - Latin America, Portuguese - Brazil, Russian) were AI-generated. All of it was reviewed and edited by the developer before shipping.
Nothing is generated live during gameplay.
This game contains pre-generated AI-assisted content used during development, including gameplay code, selected in-game and UI text/localization, generated sound effects, and AI-assisted visual materials for Steam community/store assets such as achievement icons. No AI content is generated live during gameplay, and the game does not connect to external AI services at runtime.
Some of the 2D artwork and animation frames in this game were produced with the assistance of generative AI tools. Every AI-assisted asset was reviewed and edited by me (the developer) before shipping. The game contains no live-generated AI content — all art, animation, and text are fixed at release and identical for every player.
Generative AI was used during development to assist with coding, promotional artwork, and store-page copy and localization. All outputs were reviewed by the developer.
AI-enabled tools were used during development to assist with asset creation. Some visual and audio assets in the finished game incorporate AI-assisted or AI-generated source material. For more information, visit https://jetgrave.com/ai-use/
All shipped assets are first-party or CC0/OFL-licensed human-made packs. Some 3D
meshes (enemy armor fused onto CC0 base rigs, the drone, weapon models) and the
entire soundtrack are produced by deterministic, first-party procedural build
scripts; those scripts were written with the help of an AI code assistant. No
image-, audio- or voice-generation model produced any shipped asset. The game's
written text — squad comms, item and mission descriptions, narrative screens —
and this store page's copy were drafted with AI assistance under developer
direction, then reviewed and edited by the developer. The game contains no
runtime or live AI generation.
The game's core visual presentation is built around human-created playable character sprite sheets and map artwork, while the level layouts and game design are created by the developer. Generative AI was used for selected pre-generated audio, localization, and supporting visual content such as the logo and key art. No generative AI content is generated during gameplay.
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.
Source code and store page copy were written with AI assistance (Claude), reviewed and edited by the developer before shipping. No AI-generated artwork, music, voice or narrative content ships in this game. All in-game visuals are hand-written shaders and code-drawn geometry; sound effects are procedurally synthesised by a deterministic script; music is licensed from a human artist; fonts are licensed typefaces. No generative AI runs at runtime.
Some of our store and marketing art started as AI-generated images. We used Midjourney to create the base key art for the Steam capsules, the library hero and the page background, then edited and composited those into the final images ourselves. The logo, wordmark and typography are our own work.
The game itself does not use generative AI. Every in-game asset (art, animation, UI, music, sound, and code) was made by us, by hand or with our own tools.
We’ve reviewed the AI-assisted art, we hold the rights to use it commercially, and as far as we’re aware it doesn’t infringe anyone else’s work.
Dubstep: Solar System is an AI-assisted indie game — the studio name, Vibe Coded Reality, wears it proudly. Here is exactly how generative AI was used:
MUSIC: The entire 46-track original dubstep soundtrack was generated with Suno under a paid commercial license, from prompts written by the developer — every track hand-picked from multiple takes and play-tested against the game's beat-gate timing.
CODE: Much of the game's code was written with AI coding assistants working under the developer's direction; all game design, difficulty tuning, and play-testing are human work.
STORE ARTWORK: The cover and capsule artwork were created with AI image tools, then composed and typeset by the developer.
All in-game visuals are drawn procedurally by the game's own code — no AI-generated images appear inside the game itself, and nothing is generated by AI at runtime while you play.
Generative AI tools assisted with English Steam store-page copy, and were used to create pre-generated illustrative key art for Steam store capsules, library artwork, and the store-page background. All AI-assisted outputs are reviewed, edited, integrated, and tested by the developer. The artwork is promotional and is not presented as gameplay footage; screenshots and trailers are captured from the actual game. The game does not use generative AI at runtime or generate live player-facing content.
Generative AI tools were used during development to assist with portions of the game's code, hand-drawn-style visual elements, original music and audio, written text, and some store and community marketing materials. All included material was reviewed, selected, edited, and integrated by the developer.
The game does not use generative AI during gameplay and does not connect to external AI services. Its randomized meadows are created through conventional procedural generation.
AI tools were used to create certain loading screen images, background music and music for the game trailer. All of these Assets were reviewed and modified as necessary to ensure they comply with copyright and content guidelines.
Developed under human creative direction with extensive generative AI assistance for game code, systems implementation, and visual/marketing assets. No generative AI runs live during play.
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.
Some of this game's art assets (character, enemy, boss, and environment artwork) and
its music were produced with the assistance of generative AI tools. All AI-assisted
material was curated, edited, composited, and integrated into the game by hand by the
developer. No AI-generated content is created live during gameplay.
This game was developed with the assistance of generative AI tools.
Generative AI tools assisted with the creation of skill icons, terrain textures, some in-game 3D assets and visual effects, and translated localization text. All final assets and translations included in the game were selected, edited, and reviewed by the developer before integration.
The game does not use any AI features that generate images, text, audio, or other content in real time in response to player input.
Generative AI was used during development to assist with the creation of some pre-generated visual assets, promotional artwork, and localization text. All AI-assisted content was reviewed and edited by the developer before being included. The game does not use live generative AI during gameplay.
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.
Generative AI was used in a limited capacity for pre-generated visual assets and localization assistance during development. Temporary AI-generated artwork will be replaced with original artwork before the full release.
Generative AI tools, including OpenAI ChatGPT/Codex, assisted during development with portions of the original C++ code, interface text, gameplay balancing, documentation, store-page materials, geometric visual design, and music synthesis. The developer reviewed, tested, selected, and integrated the resulting material. In-game graphics are procedurally drawn from original geometric shapes, while the original music and sound effects are synthesized by the game. No third-party characters, music recordings, voices, logos, or downloaded asset packs are included.
Generative AI tools were used to create visual assets, including background artwork and in-game target images. Additionally, AI was utilized to assist with code generation during the development process.
We used generative AI tools during development to create a limited set of pre-generated assets included in the game, including some voice-over lines, vocalizations, and select in-game textures or visual assets. All AI-assisted assets were reviewed, edited, and approved by our team before being included. No AI content is generated during gameplay, and the game does not connect to external AI services.
DEFLEKT uses AI-generated assets created during development ("pre-generated"): 3D models for ships, bosses and environment dioramas, background artwork, and portions of the music soundtrack were generated with AI tools and then curated, edited and integrated by the developer. Sound effects are CC0 licensed (Kenney.nl). The game does not generate any content with AI at runtime.
AI tools were used as supportive tools during the development process, including assistance with code, visual assets, and music. All AI-assisted content was reviewed, edited, and integrated by our development team before being included in the game.
Some of the meshes are generated with AI (its just for pre- alpha), in the final build all AI generated meshes and things will get replaced with handmade stuffs...
Artificial intelligence tools were used to refine part of the game's music and certain sound effects, as well as specific graphical assets, support programming, debugging, and bug-fixing tasks