Art direction steered asset creation, SFX, store capsule artwork and the logo were produced with generative AI assistance then hand-edited. No generative AI runs at runtime; the game generates no content live.
AI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team.
Generative AI was used during development to generate suspect mugshot photos, dossier case texts, and to assist with language localization. All generated assets are static and pre-packaged into the game.
We used Claude (Anthropic) during development for the following:
- Writing the store page description
- Assisting with the translation of in-game text
- Generating some simple in-game objects
SIDE OUT was built with AI-assisted development tools. No artwork, audio, text or other content in the game is generated by AI. All visuals are drawn procedurally in code, and all store text is written by hand.
Generative AI was used to assist in creating select art assets, which were reviewed, edited, and integrated by the developer. All gameplay, programming, and overall design were created by the development team.
This game includes content created with the help of AI during development.
Images (34): backgrounds, the logo and in-game objects were created using OpenAI's image generation (gpt-image), then edited by the developer.
34 of the 66 sprites in the shipping build originate this way.
UI elements and one texture (13) and sound effects (21): these were designed by AI (Claude) and implemented as the developer's own program code. They are not the output of an image or audio generation model; the shapes and waveforms are produced by deterministic processing.
The game does not generate any content with AI at runtime.
Music is licensed from a purchased royalty-free library and involves no
AI. Stage design is the developer's own work.
Some Steam store and library artwork (capsules, hero, broadcast panels, and similar marketing images) was created with generative AI, then selected and cropped by the developer.
A few 3D props were blocked out with an AI modeling tool and then adjusted by hand for the game.
The game itself does not use generative AI while you play. Halley, the story, fishing, and locations are human-authored. Worlds and water use traditional game systems, not live AI generation.
We are team of two with a design and development background. We have a combined decades experience shipping production-quality code and art. We use AI along with our other tools, like Blender, Substance, etc. to help us build our vision. We use AI in the early stage of concept development and prototyping, coding assistance, but everything that makes it in-game is hand-crafted and authored by us. The music is played by hand real instruments. All screen captures are 100% in-game with no alterations.
We used AI tools in two places during development, and in neither of them to replace creative work.
Our French, Spanish, Italian, Japanese and Korean localisations are made using AI. We also used AI assistance while writing and restructuring parts of our codebase.
Everything players see and hear — art, animation, sound, music, game design and all original writing — was made by people.
All simulation, art, audio and text in Terra Logic are hand-made — the game ships with no AI-generated content and makes no network requests by default. One optional feature can generate text at runtime: the "whisper" narrator, a single one-line ambient caption. By default it composes lines from a built-in, hand-written phrase library. Players who supply their own Anthropic (Claude) API key in a local config file may enable AI-generated phrasing for that one caption line; without a key the AI path is fully inactive. AI output never affects simulation, gameplay, art, audio, or any other text.
Some pre-rendered 2D art was created with the assistance of generative AI tools: the playable characters' animation frames, world backgrounds and tile art were generated from the developer's original character and world designs, then hand-edited, aligned and baked into final game assets by the developer. A small number of sound effects were also created with AI audio tools and then mixed by hand. The store page capsule images are composed from the same AI-assisted paintings plus hand-set typography. All AI-assisted content is pre-rendered, was reviewed by the developer before shipping, and no content is generated by AI at runtime.
Generative AI was used to assist with some artwork, writing, localization, and game development. All AI-assisted content was reviewed, edited, and refined by the developer before being included. The game does not use live generative AI to create content during gameplay.
Swirl Together contains a rotoscoping/masking model similar to Adobe’s roto brush, or Davinci Resolve's magic masking tool, and a depth-estimating model for colliders.
AI tools were used to assist in creating the game logo, marketing artwork, and some 2D in-game assets such as item icons and illustrations. All AI-generated content is pre-generated (nothing is generated at runtime) and was manually reviewed and edited. All 3D models, gameplay, code, and game design are hand-crafted.
This game contains AI-generated content, including images and audio.
All AI-generated content was pre-generated.
No generative AI is used during gameplay.
Generative AI technologies were utilized during the development and content creation process of our game. In addition to software development support, AI tools were used to draft in-game narratives, assist with localization, and generate store page descriptions. All AI-assisted content has been thoroughly reviewed, edited, and curated by the development team to ensure quality standards and compliance with copyright policies.
We use generative AI for text only: writing this store page and translating the game's in-game text into the supported languages. Everything else, including all art, animation and audio, is made by hand, and no content is generated while you play.
The game is primarily developed using Houdini, VEX and Godot. Generative AI assists with concept/reference artwork, initial 3D asset generation, and programming. Assets are further processed, optimized, rigged and animated in Houdini before integration into the game.
Generative AI was used to create selected store and library artwork, music, and sound-effect source material. The outputs were curated and edited by the developer before inclusion. No generative AI runs during gameplay, and players cannot generate AI content.
Standard C++ game code, written during development with the assistance of an AI programming assistant, used as a pair-programming tool. This includes gameplay systems (crafting, inventory, world simulation), rendering and UI code, and development tooling. It is ordinary, static game logic.
AI assistance was used only during development, directed by myself through specific requests, with every change reviewed, tested, and committed to version control by myself.
The shipped game contains no AI models and does not execute or generate any code or content via AI at runtime. The game is a fully offline, single-player experience.
SpaceBell was Agentically Engineered! The custom engine, game loop, and the entire process to make the game is documented on the studios' X page. Far from vibed, the game has been in active dev for 2yrs.
Generative AI has been used solely as a supporting tool to create some of the icons used for the character's abilities and upgrades, as well as to assist with translating the game's text into other languages.
AI was only used to generate minimal resources to support ball and chalk design.
All AI-assisted content has been reviewed, and the final assets were manually drawn and retouched to fit the game's artistic style and atmosphere.
Generative AI tools were used to assist with portions of the game’s source code. All AI-assisted code was reviewed, modified, integrated and tested by the developer. The game’s models, artwork and other visual content were created or sourced separately and were not generated by AI. CoasterWorks does not generate AI content during gameplay or connect to external AI services.
The store page was translated into 30 languages using AI, from text written by the developer. Store and library images were assembled from artwork the developer made by hand. The game itself contains no AI-generated content, and nothing is generated by AI while you play.
As a small independent developer, obviously AI tools was used to assist in the development of this game, including working on graphical elements as well as writing code.
Generative AI was used to create some visual elements of the game's main menu and to assist with programming during development. Claude was used as a coding assistant to help write, review, and troubleshoot code.
Generative AI was used in a limited, supporting role during development:
• Portions of this store page description were drafted with the help of AI text tools and then reviewed and edited by the developer.
• A small number of icons (used on the store page) were created with the assistance of AI image generation tools and refined by the developer.
The game itself does not use generative AI at runtime.
AI tools were used during development to generate some of the visual assets (such as UI elements/background textures) and promotional/audio elements. All AI-generated content was reviewed, edited, and integrated manually into the game.
We used AI image-generation tools to help create some 2D art assets in the game, such as in-game banners, posters, and signage. All AI-assisted content was reviewed and edited by the developer.
Art direction steered asset creation, SFX, store capsule artwork and the logo were produced with generative AI assistance then hand-edited. No generative AI runs at runtime; the game generates no content live.
AI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team.
Generative AI was used during development to generate suspect mugshot photos, dossier case texts, and to assist with language localization. All generated assets are static and pre-packaged into the game.
We used Claude (Anthropic) during development for the following:
- Writing the store page description
- Assisting with the translation of in-game text
- Generating some simple in-game objects
SIDE OUT was built with AI-assisted development tools. No artwork, audio, text or other content in the game is generated by AI. All visuals are drawn procedurally in code, and all store text is written by hand.
Generative AI was used to assist in creating select art assets, which were reviewed, edited, and integrated by the developer. All gameplay, programming, and overall design were created by the development team.
This game includes content created with the help of AI during development.
Images (34): backgrounds, the logo and in-game objects were created using OpenAI's image generation (gpt-image), then edited by the developer.
34 of the 66 sprites in the shipping build originate this way.
UI elements and one texture (13) and sound effects (21): these were designed by AI (Claude) and implemented as the developer's own program code. They are not the output of an image or audio generation model; the shapes and waveforms are produced by deterministic processing.
The game does not generate any content with AI at runtime.
Music is licensed from a purchased royalty-free library and involves no
AI. Stage design is the developer's own work.
Some Steam store and library artwork (capsules, hero, broadcast panels, and similar marketing images) was created with generative AI, then selected and cropped by the developer.
A few 3D props were blocked out with an AI modeling tool and then adjusted by hand for the game.
The game itself does not use generative AI while you play. Halley, the story, fishing, and locations are human-authored. Worlds and water use traditional game systems, not live AI generation.
We are team of two with a design and development background. We have a combined decades experience shipping production-quality code and art. We use AI along with our other tools, like Blender, Substance, etc. to help us build our vision. We use AI in the early stage of concept development and prototyping, coding assistance, but everything that makes it in-game is hand-crafted and authored by us. The music is played by hand real instruments. All screen captures are 100% in-game with no alterations.
We used AI tools in two places during development, and in neither of them to replace creative work.
Our French, Spanish, Italian, Japanese and Korean localisations are made using AI. We also used AI assistance while writing and restructuring parts of our codebase.
Everything players see and hear — art, animation, sound, music, game design and all original writing — was made by people.
All simulation, art, audio and text in Terra Logic are hand-made — the game ships with no AI-generated content and makes no network requests by default. One optional feature can generate text at runtime: the "whisper" narrator, a single one-line ambient caption. By default it composes lines from a built-in, hand-written phrase library. Players who supply their own Anthropic (Claude) API key in a local config file may enable AI-generated phrasing for that one caption line; without a key the AI path is fully inactive. AI output never affects simulation, gameplay, art, audio, or any other text.
Some pre-rendered 2D art was created with the assistance of generative AI tools: the playable characters' animation frames, world backgrounds and tile art were generated from the developer's original character and world designs, then hand-edited, aligned and baked into final game assets by the developer. A small number of sound effects were also created with AI audio tools and then mixed by hand. The store page capsule images are composed from the same AI-assisted paintings plus hand-set typography. All AI-assisted content is pre-rendered, was reviewed by the developer before shipping, and no content is generated by AI at runtime.
Generative AI was used to assist with some artwork, writing, localization, and game development. All AI-assisted content was reviewed, edited, and refined by the developer before being included. The game does not use live generative AI to create content during gameplay.
Swirl Together contains a rotoscoping/masking model similar to Adobe’s roto brush, or Davinci Resolve's magic masking tool, and a depth-estimating model for colliders.
AI tools were used to assist in creating the game logo, marketing artwork, and some 2D in-game assets such as item icons and illustrations. All AI-generated content is pre-generated (nothing is generated at runtime) and was manually reviewed and edited. All 3D models, gameplay, code, and game design are hand-crafted.
This game contains AI-generated content, including images and audio.
All AI-generated content was pre-generated.
No generative AI is used during gameplay.
Generative AI technologies were utilized during the development and content creation process of our game. In addition to software development support, AI tools were used to draft in-game narratives, assist with localization, and generate store page descriptions. All AI-assisted content has been thoroughly reviewed, edited, and curated by the development team to ensure quality standards and compliance with copyright policies.
We use generative AI for text only: writing this store page and translating the game's in-game text into the supported languages. Everything else, including all art, animation and audio, is made by hand, and no content is generated while you play.
The game is primarily developed using Houdini, VEX and Godot. Generative AI assists with concept/reference artwork, initial 3D asset generation, and programming. Assets are further processed, optimized, rigged and animated in Houdini before integration into the game.
Generative AI was used to create selected store and library artwork, music, and sound-effect source material. The outputs were curated and edited by the developer before inclusion. No generative AI runs during gameplay, and players cannot generate AI content.
Standard C++ game code, written during development with the assistance of an AI programming assistant, used as a pair-programming tool. This includes gameplay systems (crafting, inventory, world simulation), rendering and UI code, and development tooling. It is ordinary, static game logic.
AI assistance was used only during development, directed by myself through specific requests, with every change reviewed, tested, and committed to version control by myself.
The shipped game contains no AI models and does not execute or generate any code or content via AI at runtime. The game is a fully offline, single-player experience.
SpaceBell was Agentically Engineered! The custom engine, game loop, and the entire process to make the game is documented on the studios' X page. Far from vibed, the game has been in active dev for 2yrs.
Generative AI has been used solely as a supporting tool to create some of the icons used for the character's abilities and upgrades, as well as to assist with translating the game's text into other languages.
AI was only used to generate minimal resources to support ball and chalk design.
All AI-assisted content has been reviewed, and the final assets were manually drawn and retouched to fit the game's artistic style and atmosphere.
Generative AI tools were used to assist with portions of the game’s source code. All AI-assisted code was reviewed, modified, integrated and tested by the developer. The game’s models, artwork and other visual content were created or sourced separately and were not generated by AI. CoasterWorks does not generate AI content during gameplay or connect to external AI services.
The store page was translated into 30 languages using AI, from text written by the developer. Store and library images were assembled from artwork the developer made by hand. The game itself contains no AI-generated content, and nothing is generated by AI while you play.
As a small independent developer, obviously AI tools was used to assist in the development of this game, including working on graphical elements as well as writing code.
Generative AI was used to create some visual elements of the game's main menu and to assist with programming during development. Claude was used as a coding assistant to help write, review, and troubleshoot code.
Generative AI was used in a limited, supporting role during development:
• Portions of this store page description were drafted with the help of AI text tools and then reviewed and edited by the developer.
• A small number of icons (used on the store page) were created with the assistance of AI image generation tools and refined by the developer.
The game itself does not use generative AI at runtime.
AI tools were used during development to generate some of the visual assets (such as UI elements/background textures) and promotional/audio elements. All AI-generated content was reviewed, edited, and integrated manually into the game.
We used AI image-generation tools to help create some 2D art assets in the game, such as in-game banners, posters, and signage. All AI-assisted content was reviewed and edited by the developer.