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 tools were used to create 2D promotional images and capsule artwork for the Steam store page. The game itself does not use real-time AI generation during gameplay."
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.
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.
AI was used in the coding and content creation for this game. That should not take away from this project the thousands of hours spent on its creation, honing and reshaping its style, direction and gameplay which was all done by a human.
Some of this game's assets were made with the help of generative AI tools and then edited by hand: the in-game notebook UI sprites, a few background props and set-dressing models, some texture work, and the English localization, which was drafted from our Korean original and reviewed by us.
The original Korean writing, the characters, the level design, and all gameplay systems were made without generative AI. Nothing is generated while you play.
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.
This game includes a small amount of generative AI content used only for optional tutorial and demonstration materials. These pre‑generated, G‑rated assets illustrate how the game’s IN‑OUT‑based timing loop works. They do not appear in normal gameplay and do not influence any game systems. All core mechanics, visuals, audio, and interactive content are fully handcrafted and do not use AI generation during play.
Ashen Wild was created almost exclusively with AI tools to generate the code and graphics, VFX, sound etc. The store page, website and other marketing materials were created using AI.
AI tools (LLMs) were used solely for programming assistance, brainstorming, and writing Unreal Engine Blueprint logic. All visual assets, 3D models, and gameplay systems were entirely created and implemented manually by the solo developer.
Generative AI tools were used to assist with store page text localization and marketing copy drafts. All content was reviewed and edited by the developer before publication.
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 have AI placeholders for audio and visual 2D placements (i.e logo, 2D art). The rest of assets are purchased through Unity or hand made as of writing this (8/14/2026)
Generative AI tools were used during development to assist with programming, game systems, debugging, visual assets and written content. All AI-assisted work is reviewed, tested, edited, and integrated by the developer before being included.
Some character, costume, and promotional artwork was created with the assistance of generative AI image tools, then selected, edited, and assembled by the developer. There is no live AI generation during gameplay, and the game does not connect to external AI services.
We use AI to generate content for the game such as text descriptions, some images like npc portraits and ware items and to generate some stories to create immersion in the game.
We also generate some voicing for dialogs using licensed voices.
We also generate some other sounds such as sound effects (wind, sea waves)
All content text, images, voices or sounds are reviewed manually by a human to verify the content and licensing aspects.
Generative AI tools were only used to assist with writing some C# code scripts during development and to translate/draft the text descriptions for the Steam Store page. There are no AI-generated visual (art/UI) or audio assets included in the game.
Some art, music and sound effects were created with the assistance of generative AI tools, under the creative direction of the developer. All AI-assisted content was reviewed and curated before inclusion. The game does not use AI to generate content during gameplay.
Generative AI was used to create artwork for the in-game How to Play instructional image. All other game artwork and visual assets were created by the developer.
During development, we used Google Gemini AI to assist in generating narrative elements, such as item descriptions and quest lore. While the core story and world-building were meticulously designed by our human team, AI helped us expand the depth and variety of in-game text. All AI-assisted content has been thoroughly reviewed and edited by our developers to ensure quality and consistency.
We use AI as a technical tool to support our human developers. While all of our 3D game models, environments, and core game art are hand-crafted by our artists, we use AI to assist with 2D rendering and localization. For 2D promotional art, AI is used to composite, light, and polish images based strictly on our original in-game assets. We also utilize AI-assisted translation pipelines to help localize our massive world into multiple languages for our global community.
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.
I have used generative AI tools to assist in the creation of the character Elara's artwork for the capsule and for the in-game voiceover. All other aspects of the game are entirely handmade. No generative AI is used during gameplay.
AI tools were used as part of the game's visual production and post-production workflow.
The game's 3D assets, environments, characters, animations, and scenes are created and rendered by the developer. AI is primarily used to upscale lower-resolution renders to higher resolutions, helping reduce rendering time while maintaining the desired visual quality.
In some cinematic sequences, AI-assisted tools are also used as part of the production process. Additionally, AI may be used for certain visual corrections, modifications, or minor fixes to rendered images instead of re-rendering an entire scene.
AI is therefore used as a supporting tool in the development and post-production process, while the overall artistic direction, 3D production, scene creation, rendering, and final implementation are handled by the developer.
AI-assisted tools were used during development to help create and refine some visual assets, text, and audio content. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game. The game does not generate AI content dynamically during gameplay.
During the development of Valdivia AllStars, we used generative artificial intelligence tools to assist with specific parts of the content creation process.
These tools were primarily used to assist in the creation and exploration of certain visual assets, including concept art, visual references, textures, and some graphical elements used during the development of the game. Content created with the assistance of these tools was subsequently selected, modified, adapted, and reviewed by our team before being incorporated into the final product.
Generative AI was used as a supporting tool for our developers and artists, rather than as an autonomous system for creating the game. Character and environment design, gameplay mechanics, programming, 3D modeling, animation, content integration, and the overall artistic direction of the game were created and supervised by our development team.
Valdivia AllStars does not use generative AI to dynamically create content during gameplay, nor does it require players to submit content to be processed by generative AI systems.
AI was used to create textures, some of the code, create a player model and rig it for animation. The sounds of footsteps, goals and ball bounces, albeit mastered, started as AI generated before being edited and mastered. Localization languages were also created by AI. (Therefore any corrections will be welcome)
Animations, music, game design, and all other elements of creativity are the work of a human exclusively.
Badgerworks Studios will never rely on AI for creativity, music, ideas for games, and once an artist has been hired, AI models either. Due to lack of in-house ability to rig models or create them from scratch, the current player model was generated and rigged (skeleton matched to model) by AI. Animations were hand made, but on the AI created and rigged model.
No AI, LLM, of frontier models are being called during game play nor will any introduced features be allowed to do so.
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 tools were used to create 2D promotional images and capsule artwork for the Steam store page. The game itself does not use real-time AI generation during gameplay."
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.
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.
AI was used in the coding and content creation for this game. That should not take away from this project the thousands of hours spent on its creation, honing and reshaping its style, direction and gameplay which was all done by a human.
Some of this game's assets were made with the help of generative AI tools and then edited by hand: the in-game notebook UI sprites, a few background props and set-dressing models, some texture work, and the English localization, which was drafted from our Korean original and reviewed by us.
The original Korean writing, the characters, the level design, and all gameplay systems were made without generative AI. Nothing is generated while you play.
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.
This game includes a small amount of generative AI content used only for optional tutorial and demonstration materials. These pre‑generated, G‑rated assets illustrate how the game’s IN‑OUT‑based timing loop works. They do not appear in normal gameplay and do not influence any game systems. All core mechanics, visuals, audio, and interactive content are fully handcrafted and do not use AI generation during play.
Ashen Wild was created almost exclusively with AI tools to generate the code and graphics, VFX, sound etc. The store page, website and other marketing materials were created using AI.
AI tools (LLMs) were used solely for programming assistance, brainstorming, and writing Unreal Engine Blueprint logic. All visual assets, 3D models, and gameplay systems were entirely created and implemented manually by the solo developer.
Generative AI tools were used to assist with store page text localization and marketing copy drafts. All content was reviewed and edited by the developer before publication.
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 have AI placeholders for audio and visual 2D placements (i.e logo, 2D art). The rest of assets are purchased through Unity or hand made as of writing this (8/14/2026)
Generative AI tools were used during development to assist with programming, game systems, debugging, visual assets and written content. All AI-assisted work is reviewed, tested, edited, and integrated by the developer before being included.
Some character, costume, and promotional artwork was created with the assistance of generative AI image tools, then selected, edited, and assembled by the developer. There is no live AI generation during gameplay, and the game does not connect to external AI services.
We use AI to generate content for the game such as text descriptions, some images like npc portraits and ware items and to generate some stories to create immersion in the game.
We also generate some voicing for dialogs using licensed voices.
We also generate some other sounds such as sound effects (wind, sea waves)
All content text, images, voices or sounds are reviewed manually by a human to verify the content and licensing aspects.
Generative AI tools were only used to assist with writing some C# code scripts during development and to translate/draft the text descriptions for the Steam Store page. There are no AI-generated visual (art/UI) or audio assets included in the game.
Some art, music and sound effects were created with the assistance of generative AI tools, under the creative direction of the developer. All AI-assisted content was reviewed and curated before inclusion. The game does not use AI to generate content during gameplay.
Generative AI was used to create artwork for the in-game How to Play instructional image. All other game artwork and visual assets were created by the developer.
During development, we used Google Gemini AI to assist in generating narrative elements, such as item descriptions and quest lore. While the core story and world-building were meticulously designed by our human team, AI helped us expand the depth and variety of in-game text. All AI-assisted content has been thoroughly reviewed and edited by our developers to ensure quality and consistency.
We use AI as a technical tool to support our human developers. While all of our 3D game models, environments, and core game art are hand-crafted by our artists, we use AI to assist with 2D rendering and localization. For 2D promotional art, AI is used to composite, light, and polish images based strictly on our original in-game assets. We also utilize AI-assisted translation pipelines to help localize our massive world into multiple languages for our global community.
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.
I have used generative AI tools to assist in the creation of the character Elara's artwork for the capsule and for the in-game voiceover. All other aspects of the game are entirely handmade. No generative AI is used during gameplay.
AI tools were used as part of the game's visual production and post-production workflow.
The game's 3D assets, environments, characters, animations, and scenes are created and rendered by the developer. AI is primarily used to upscale lower-resolution renders to higher resolutions, helping reduce rendering time while maintaining the desired visual quality.
In some cinematic sequences, AI-assisted tools are also used as part of the production process. Additionally, AI may be used for certain visual corrections, modifications, or minor fixes to rendered images instead of re-rendering an entire scene.
AI is therefore used as a supporting tool in the development and post-production process, while the overall artistic direction, 3D production, scene creation, rendering, and final implementation are handled by the developer.
AI-assisted tools were used during development to help create and refine some visual assets, text, and audio content. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game. The game does not generate AI content dynamically during gameplay.
During the development of Valdivia AllStars, we used generative artificial intelligence tools to assist with specific parts of the content creation process.
These tools were primarily used to assist in the creation and exploration of certain visual assets, including concept art, visual references, textures, and some graphical elements used during the development of the game. Content created with the assistance of these tools was subsequently selected, modified, adapted, and reviewed by our team before being incorporated into the final product.
Generative AI was used as a supporting tool for our developers and artists, rather than as an autonomous system for creating the game. Character and environment design, gameplay mechanics, programming, 3D modeling, animation, content integration, and the overall artistic direction of the game were created and supervised by our development team.
Valdivia AllStars does not use generative AI to dynamically create content during gameplay, nor does it require players to submit content to be processed by generative AI systems.
AI was used to create textures, some of the code, create a player model and rig it for animation. The sounds of footsteps, goals and ball bounces, albeit mastered, started as AI generated before being edited and mastered. Localization languages were also created by AI. (Therefore any corrections will be welcome)
Animations, music, game design, and all other elements of creativity are the work of a human exclusively.
Badgerworks Studios will never rely on AI for creativity, music, ideas for games, and once an artist has been hired, AI models either. Due to lack of in-house ability to rig models or create them from scratch, the current player model was generated and rigged (skeleton matched to model) by AI. Animations were hand made, but on the AI created and rigged model.
No AI, LLM, of frontier models are being called during game play nor will any introduced features be allowed to do so.