Generative AI tools were used during development to assist with the localization of some in-game text and the creation of certain visual assets. All AI-assisted content was reviewed and edited by the developer before being included in the game.
Generative AI was used to assist in the creation of some promotional artwork and to help with the writing and localization of certain text. All such content was reviewed and, where necessary, edited before use. No AI-generated content is created in real time during gameplay.
AI-assisted tools were used during the development of DarkDice in the following ways:
Code development — AI coding assistants helped write and refactor portions of the game's codebase.
Text editing — AI tools were used to proofread, polish, and tighten narrative and UI copy.
Localization & Editing — AI is used to assist with the translation, text expansion, polishing, and style adjustment of game text between English and Chinese (Traditional/Simplified).
Image generation — Some visual assets (case artwork, promotional images) were created using AI image-generation tools.
No content is generated in real time during gameplay — every case is a fixed, pre-authored story; nothing changes between playthroughs.
Generative AI was used to create and/or assist with some promotional and marketing materials for the game, including store capsule artwork, cover images, and other store page visuals. Generative AI was not used to generate gameplay content or content during gameplay.
Generative AI was used to translate some in-game text, such as the interface and the contents of letters, and to generate some of the music used in the game.
Some in-game background artwork was created using generative AI as source material, then manually edited, processed, and optimized by the developer.
Some music was arranged using generative AI services based on original compositions previously written by the developer, then manually edited and remastered.
Generative AI was also used to assist with translation and editing of some store-page text and English localization, with the final content reviewed and edited by the developer.
The game does not generate any AI content at runtime.
Generative AI was used during development to assist with some programming tasks, multilingual translations of in-game text, and the creation of certain graphics and sounds. All AI-assisted output was reviewed and edited by the developer. No AI content is generated in real time during gameplay.
The visual assets in the game are generated using AI, including UI elements, map backgrounds, equipment icons, in-game items, and character animations.
The programming code of the game is generated using AI.
This game uses generative AI to translate certain text, including in-game UI text and the data collection consent form. No generative AI was used for artwork or sound.
Pregenerated AI audio tools were used during development to generate character voice lines and background music tracks. All visual art, graphics, puzzle task and animations were created by hand without generative AI.
I am a solo indie developer with little coding experience. AI has helped me with the programming in my game, which has allowed me to build this game for you all. Game Development is a big passion of mine, and I could not do it without the assistance of AI.
During the development of Star Surge, generative AI tools were used to assist in designing certain in-game visuals (such as achievement icons) and promotional materials. AI was utilized as an aid to accelerate the visual production process, and all generated content was adjusted to fit the game's sci-fi theme. The core mechanics and coding of the game were developed entirely by hand.
Portions of this game's written content were drafted with the assistance of Anthropic's Claude, under the direction of the developer, and were reviewed and edited by a human before inclusion. All artwork is procedurally rendered by the game's own code. No generative AI images are used. No AI content is generated during gameplay.
Some images and graphic elements used in the game were created with the assistance of generative artificial intelligence tools. These assets were subsequently selected, edited, and integrated into the game by the developers.
In this game AI was used to generate a few abstract textures in 4th and 5th game worlds. Game's logo was also made partially with a help of image generation tooling.
AI was used for localization, while being manually reviewed, and as a time-saving step in the development of some image and model assets, for retopology, concepting, and inbetweening.
The game contains no unmodified AI outputs.
Some music and sound in Perfectly Fair was created using AI tools (Suno AI, ElevenLabs) during development. All content is fixed in the final game; nothing is generated live during gameplay.
I'm a solo developer. The idea, design, writing, levels and world are my own work. I use AI to help me write code, and some environment art starts from AI-generated drafts that I then repaint and edit by hand in Procreate. Nothing is AI-generated while you play. The music is a real recording from the 1930s.
Generative AI was used during development to create certain promotional artwork and some environmental background art. All gameplay mechanics, programming, level design, characters, animations, UI, and game systems were created and curated by the developer. The game does not use live-generated AI content during gameplay.
Generative AI tools were used during development to create and refine some pre-generated 2D artwork used in the game and its marketing, including environmental backgrounds, character and item art, fossil and museum visuals, capsule and library artwork, and achievement imagery. All AI-assisted assets were selected, edited, and integrated by the developer before shipping. The game does not generate AI content during gameplay and does not connect to a live AI service.
The creative direction of GAZE IN SHADOWS was developed and controlled entirely by our team, including its 1928 setting, story, characters, case design, gameplay, and film noir-inspired visual style.
Generative AI was used only as a supporting tool for early art exploration, asset refinement, and limited programming assistance. All AI-assisted content was manually reviewed, extensively revised, and finalized by our developers. AI was not involved in any core creative decisions.
Some BGM are AI-generated. Additionally, some textures were AI-generated based on human designs and fully refined by hand. AI tools were also used for translation and general development assistance.
Generative AI was used as a base/concept for creating store page capsule graphics, which were subsequently hand-edited and post-processed in image editing software. No AI content is present in the game itself.
Generative AI tools were used during development to assist with the localization of some in-game text and the creation of certain visual assets. All AI-assisted content was reviewed and edited by the developer before being included in the game.
Generative AI was used to assist in the creation of some promotional artwork and to help with the writing and localization of certain text. All such content was reviewed and, where necessary, edited before use. No AI-generated content is created in real time during gameplay.
AI-assisted tools were used during the development of DarkDice in the following ways:
Code development — AI coding assistants helped write and refactor portions of the game's codebase.
Text editing — AI tools were used to proofread, polish, and tighten narrative and UI copy.
Localization & Editing — AI is used to assist with the translation, text expansion, polishing, and style adjustment of game text between English and Chinese (Traditional/Simplified).
Image generation — Some visual assets (case artwork, promotional images) were created using AI image-generation tools.
No content is generated in real time during gameplay — every case is a fixed, pre-authored story; nothing changes between playthroughs.
Generative AI was used to create and/or assist with some promotional and marketing materials for the game, including store capsule artwork, cover images, and other store page visuals. Generative AI was not used to generate gameplay content or content during gameplay.
Generative AI was used to translate some in-game text, such as the interface and the contents of letters, and to generate some of the music used in the game.
Some in-game background artwork was created using generative AI as source material, then manually edited, processed, and optimized by the developer.
Some music was arranged using generative AI services based on original compositions previously written by the developer, then manually edited and remastered.
Generative AI was also used to assist with translation and editing of some store-page text and English localization, with the final content reviewed and edited by the developer.
The game does not generate any AI content at runtime.
Generative AI was used during development to assist with some programming tasks, multilingual translations of in-game text, and the creation of certain graphics and sounds. All AI-assisted output was reviewed and edited by the developer. No AI content is generated in real time during gameplay.
The visual assets in the game are generated using AI, including UI elements, map backgrounds, equipment icons, in-game items, and character animations.
The programming code of the game is generated using AI.
This game uses generative AI to translate certain text, including in-game UI text and the data collection consent form. No generative AI was used for artwork or sound.
Pregenerated AI audio tools were used during development to generate character voice lines and background music tracks. All visual art, graphics, puzzle task and animations were created by hand without generative AI.
I am a solo indie developer with little coding experience. AI has helped me with the programming in my game, which has allowed me to build this game for you all. Game Development is a big passion of mine, and I could not do it without the assistance of AI.
During the development of Star Surge, generative AI tools were used to assist in designing certain in-game visuals (such as achievement icons) and promotional materials. AI was utilized as an aid to accelerate the visual production process, and all generated content was adjusted to fit the game's sci-fi theme. The core mechanics and coding of the game were developed entirely by hand.
Portions of this game's written content were drafted with the assistance of Anthropic's Claude, under the direction of the developer, and were reviewed and edited by a human before inclusion. All artwork is procedurally rendered by the game's own code. No generative AI images are used. No AI content is generated during gameplay.
Some images and graphic elements used in the game were created with the assistance of generative artificial intelligence tools. These assets were subsequently selected, edited, and integrated into the game by the developers.
In this game AI was used to generate a few abstract textures in 4th and 5th game worlds. Game's logo was also made partially with a help of image generation tooling.
AI was used for localization, while being manually reviewed, and as a time-saving step in the development of some image and model assets, for retopology, concepting, and inbetweening.
The game contains no unmodified AI outputs.
Some music and sound in Perfectly Fair was created using AI tools (Suno AI, ElevenLabs) during development. All content is fixed in the final game; nothing is generated live during gameplay.
I'm a solo developer. The idea, design, writing, levels and world are my own work. I use AI to help me write code, and some environment art starts from AI-generated drafts that I then repaint and edit by hand in Procreate. Nothing is AI-generated while you play. The music is a real recording from the 1930s.
Generative AI was used during development to create certain promotional artwork and some environmental background art. All gameplay mechanics, programming, level design, characters, animations, UI, and game systems were created and curated by the developer. The game does not use live-generated AI content during gameplay.
Generative AI tools were used during development to create and refine some pre-generated 2D artwork used in the game and its marketing, including environmental backgrounds, character and item art, fossil and museum visuals, capsule and library artwork, and achievement imagery. All AI-assisted assets were selected, edited, and integrated by the developer before shipping. The game does not generate AI content during gameplay and does not connect to a live AI service.
The creative direction of GAZE IN SHADOWS was developed and controlled entirely by our team, including its 1928 setting, story, characters, case design, gameplay, and film noir-inspired visual style.
Generative AI was used only as a supporting tool for early art exploration, asset refinement, and limited programming assistance. All AI-assisted content was manually reviewed, extensively revised, and finalized by our developers. AI was not involved in any core creative decisions.
Some BGM are AI-generated. Additionally, some textures were AI-generated based on human designs and fully refined by hand. AI tools were also used for translation and general development assistance.
Generative AI was used as a base/concept for creating store page capsule graphics, which were subsequently hand-edited and post-processed in image editing software. No AI content is present in the game itself.