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.
There is usage of generative AI in two places and everything it produced has been reviewed. The soundtrack was created with the assistance of AI, and some of the writing was drafted with an AI assistant and then edited afterwards: card, UI and help text, the Simplified Chinese translation, and the store page and marketing copy. Nothing else is model output — the logo, the app icon and every visual in the game are drawn by the game's own code from geometry in the source, and the sound effects are synthesized as you play.
### Use of Generative Artificial Intelligence
During the development of this game, I used generative artificial intelligence tools to assist me with various aspects of its creation.
AI was mainly used to create and/or improve certain visual elements of the game, including images and PNG files used in different graphical elements.
It also assisted me in creating the game’s trailer, as well as with certain scripts and technical elements that were particularly complex to implement. In these situations, AI was used as an assistance tool to help me develop, adapt, and finalize certain elements.
The use of artificial intelligence does not mean that the game was entirely created by AI. The game’s design, artistic direction, gameplay, development, and final integration of the different elements were carried out and supervised by me.
I want to be transparent with players regarding the use of these technologies in the creation of the game.
The vast majority of Dominar Sanctum has been created and developed without generative AI. Generative AI has only been used selectively for a small number of 2D icons, slide narration and a narrative voiceover, primarily for early prototyping and development. Even those icons have been manually reworked.
These few AI-assisted assets are not representative of the game's overall art, design, programming, or development process. They may be replaced or further refined before the full release.
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.
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.
The game's software architecture, logic scripts, and localization texts were drafted and optimized during the development process with the assistance of Rosebud AI. All assets, graphics, and code within the final application package are static, pre-rendered, and permanently compiled. No live or real-time AI generation occurs during gameplay, and the application does not connect to any external AI services.
Generative AI was used to help create pre-generated visual assets and promotional artwork used in the game and on the store page. The game does not generate AI content during gameplay and does not connect to external AI services during gameplay.
Generative AI was used to create a small number of 3D models and art assets. All game code, design, and gameplay systems were created without the use of Generative AI.
Some graphic and sound assets included in the game were created using generative AI tools during development. The game does not use real-time generative AI and does not connect to external AI services during gameplay.
Generative AI tools were used during development to assist with portions of the game’s code, environmental design, visual assets, and promotional artwork. All AI-assisted content was reviewed, edited, and integrated by the developer. Splatastrophe does not generate AI content during gameplay and does not send player data to generative AI services.
Some of this game's assets were produced with the help of generative AI tools: the 2D key art and cinematic stills used in the trailer, capsule art and main menu; the base meshes for the twelve zodiac fighters, generated with Meshy and then rigged, retextured and reworked by hand; and part of the music and sound effects. Every AI-generated asset was reviewed, edited and integrated manually before shipping. No generative AI runs at runtime — nothing is generated while you play.
RingOut uses generative AI to create part of its content. Some 2D artwork (character illustrations, key art and store/marketing images) and some audio (music and/or sound effects) were created with generative AI tools during development, then reviewed, edited and integrated by the developer. All 3D models are hand-made. No content is generated by AI in real time during gameplay.
AI generated content is used for store page and for meshes in game, I am a solo developer can't really afford the time to make custom meshes nor to pay and buy it.
Generative AI was used as an assistive tool during development to create certain visual assets and other supporting content. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use live-generated AI.
Generative AI tools were used during development to assist with pre-generated content only.
AI-assisted content includes one promotional artwork asset used in the Steam store capsule and library assets, AI-generated imagery used in the game's story description, some in-game sound assets, localization and translation, and portions of certain 3D models.
All AI-assisted outputs were reviewed, selected, edited where necessary, and integrated by the developer before being included in the game or on the Steam store page.
The game does not generate content using AI while it is running, does not connect players to any generative AI service, and does not send player input to an AI service.
Portions of the text and visual materials on this Steam store page were partially generated with AI tools. All AI-generated content has been fully reviewed, edited and polished by our development team.
Some pre-generated visual assets were created with the assistance of generative AI tools during development, including selected skill icons, weapon icons, concept references and promotional art references. All final assets included in the game were reviewed, curated, edited where needed, and integrated by the development team to match the game’s art direction. The game does not use live-generated AI during gameplay.
Generative AI tools were used during development to assist with some pre-generated 2D artwork, text editing, localization, and development support. All AI-assisted content was reviewed, edited, and approved by the developer before being included. The game does not generate AI content during gameplay.
Generative AI is used in this title for translation (to support multiple languages) and for the initial concepts of the background music.
All final assets have undergone a process of editing, refinement, and review by human creators.
I am a solo developer with a very limited budget. The announcer voice lines are AI generated. I plan on replacing it completely with a human voice actor when I have the budget to do so.
Some art assets in this game (character models and Music) were initially created with the assistance of AI generation tools, then reviewed, edited, and integrated into the game by the development team. The game does not generate any content with AI at runtime.
Blast Arena does not use AI to generate gameplay, code, or real-time content. Artificial intelligence was only used during development to help create certain promotional and marketing assets, such as concept art and store visuals. All in-game content and player experiences are fully handcrafted and not AI-generated.
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.
AI tools were used during development to assist with programming and debugging. All game design, mechanics, artwork, audio, and final implementation decisions were created and managed by the developer.
As a solo developer, I use generative image AI to assist in creating Called Shot's 2D artwork — specifically the card illustrations and the store page key art (capsule images). No content is generated by AI in real time during gameplay. All AI-assisted art is created in advance during development, then reviewed and revised before being included in the game. The in-game 3D models and environment art are not AI-generated.
AI tools were used to assist in creating some promotional artwork and supporting language localization. All outputs were reviewed and edited by the developer before use. The game does not use AI to generate gameplay or in-game content.
This game uses AI-generated music (Suno) and AI-generated voice acting (ElevenLabs). All AI-generated content has been reviewed and curated by the developer before inclusion in the game.
This game used AI to help quickly iterate through designs for some UI elements using our own artwork as a baseline. AI is used to generate sound effects AI is also used to help translate the game.
Some visual assets, promotional artwork, and portions of the localization were created or assisted using generative AI during development. All AI-assisted content was reviewed, edited, and integrated by the development team. The game does not generate AI content during gameplay.
Ai is used to create some loading-screens and other branding materials, also can be used in descriptive texts of the game.
All game code/assets are 100% made by humans.
During gameplay, the AI generates regional information and sightseeing guides (utilizing the Google Gemini API ). These generated texts change in real time and may occasionally contain inaccurate information.
Additionally, some images displayed within the game and on the store page utilize assets pre-generated by Google Gemini. (These are pre-generated contents, not live-generated during gameplay.)
During Early Access, we use AI-generated voice-overs as temporary placeholders for some characters. These will be replaced with professionally recorded voice-overs during development or, at the latest, after the end of the Early Access period.
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.
There is usage of generative AI in two places and everything it produced has been reviewed. The soundtrack was created with the assistance of AI, and some of the writing was drafted with an AI assistant and then edited afterwards: card, UI and help text, the Simplified Chinese translation, and the store page and marketing copy. Nothing else is model output — the logo, the app icon and every visual in the game are drawn by the game's own code from geometry in the source, and the sound effects are synthesized as you play.
### Use of Generative Artificial Intelligence
During the development of this game, I used generative artificial intelligence tools to assist me with various aspects of its creation.
AI was mainly used to create and/or improve certain visual elements of the game, including images and PNG files used in different graphical elements.
It also assisted me in creating the game’s trailer, as well as with certain scripts and technical elements that were particularly complex to implement. In these situations, AI was used as an assistance tool to help me develop, adapt, and finalize certain elements.
The use of artificial intelligence does not mean that the game was entirely created by AI. The game’s design, artistic direction, gameplay, development, and final integration of the different elements were carried out and supervised by me.
I want to be transparent with players regarding the use of these technologies in the creation of the game.
The vast majority of Dominar Sanctum has been created and developed without generative AI. Generative AI has only been used selectively for a small number of 2D icons, slide narration and a narrative voiceover, primarily for early prototyping and development. Even those icons have been manually reworked.
These few AI-assisted assets are not representative of the game's overall art, design, programming, or development process. They may be replaced or further refined before the full release.
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.
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.
The game's software architecture, logic scripts, and localization texts were drafted and optimized during the development process with the assistance of Rosebud AI. All assets, graphics, and code within the final application package are static, pre-rendered, and permanently compiled. No live or real-time AI generation occurs during gameplay, and the application does not connect to any external AI services.
Generative AI was used to help create pre-generated visual assets and promotional artwork used in the game and on the store page. The game does not generate AI content during gameplay and does not connect to external AI services during gameplay.
Generative AI was used to create a small number of 3D models and art assets. All game code, design, and gameplay systems were created without the use of Generative AI.
Some graphic and sound assets included in the game were created using generative AI tools during development. The game does not use real-time generative AI and does not connect to external AI services during gameplay.
Generative AI tools were used during development to assist with portions of the game’s code, environmental design, visual assets, and promotional artwork. All AI-assisted content was reviewed, edited, and integrated by the developer. Splatastrophe does not generate AI content during gameplay and does not send player data to generative AI services.
Some of this game's assets were produced with the help of generative AI tools: the 2D key art and cinematic stills used in the trailer, capsule art and main menu; the base meshes for the twelve zodiac fighters, generated with Meshy and then rigged, retextured and reworked by hand; and part of the music and sound effects. Every AI-generated asset was reviewed, edited and integrated manually before shipping. No generative AI runs at runtime — nothing is generated while you play.
RingOut uses generative AI to create part of its content. Some 2D artwork (character illustrations, key art and store/marketing images) and some audio (music and/or sound effects) were created with generative AI tools during development, then reviewed, edited and integrated by the developer. All 3D models are hand-made. No content is generated by AI in real time during gameplay.
AI generated content is used for store page and for meshes in game, I am a solo developer can't really afford the time to make custom meshes nor to pay and buy it.
Generative AI was used as an assistive tool during development to create certain visual assets and other supporting content. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use live-generated AI.
Generative AI tools were used during development to assist with pre-generated content only.
AI-assisted content includes one promotional artwork asset used in the Steam store capsule and library assets, AI-generated imagery used in the game's story description, some in-game sound assets, localization and translation, and portions of certain 3D models.
All AI-assisted outputs were reviewed, selected, edited where necessary, and integrated by the developer before being included in the game or on the Steam store page.
The game does not generate content using AI while it is running, does not connect players to any generative AI service, and does not send player input to an AI service.
Portions of the text and visual materials on this Steam store page were partially generated with AI tools. All AI-generated content has been fully reviewed, edited and polished by our development team.
Some pre-generated visual assets were created with the assistance of generative AI tools during development, including selected skill icons, weapon icons, concept references and promotional art references. All final assets included in the game were reviewed, curated, edited where needed, and integrated by the development team to match the game’s art direction. The game does not use live-generated AI during gameplay.
Generative AI tools were used during development to assist with some pre-generated 2D artwork, text editing, localization, and development support. All AI-assisted content was reviewed, edited, and approved by the developer before being included. The game does not generate AI content during gameplay.
Generative AI is used in this title for translation (to support multiple languages) and for the initial concepts of the background music.
All final assets have undergone a process of editing, refinement, and review by human creators.
I am a solo developer with a very limited budget. The announcer voice lines are AI generated. I plan on replacing it completely with a human voice actor when I have the budget to do so.
Some art assets in this game (character models and Music) were initially created with the assistance of AI generation tools, then reviewed, edited, and integrated into the game by the development team. The game does not generate any content with AI at runtime.
Blast Arena does not use AI to generate gameplay, code, or real-time content. Artificial intelligence was only used during development to help create certain promotional and marketing assets, such as concept art and store visuals. All in-game content and player experiences are fully handcrafted and not AI-generated.
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.
AI tools were used during development to assist with programming and debugging. All game design, mechanics, artwork, audio, and final implementation decisions were created and managed by the developer.
As a solo developer, I use generative image AI to assist in creating Called Shot's 2D artwork — specifically the card illustrations and the store page key art (capsule images). No content is generated by AI in real time during gameplay. All AI-assisted art is created in advance during development, then reviewed and revised before being included in the game. The in-game 3D models and environment art are not AI-generated.
AI tools were used to assist in creating some promotional artwork and supporting language localization. All outputs were reviewed and edited by the developer before use. The game does not use AI to generate gameplay or in-game content.
This game uses AI-generated music (Suno) and AI-generated voice acting (ElevenLabs). All AI-generated content has been reviewed and curated by the developer before inclusion in the game.
This game used AI to help quickly iterate through designs for some UI elements using our own artwork as a baseline. AI is used to generate sound effects AI is also used to help translate the game.
Some visual assets, promotional artwork, and portions of the localization were created or assisted using generative AI during development. All AI-assisted content was reviewed, edited, and integrated by the development team. The game does not generate AI content during gameplay.
Ai is used to create some loading-screens and other branding materials, also can be used in descriptive texts of the game.
All game code/assets are 100% made by humans.
During gameplay, the AI generates regional information and sightseeing guides (utilizing the Google Gemini API ). These generated texts change in real time and may occasionally contain inaccurate information.
Additionally, some images displayed within the game and on the store page utilize assets pre-generated by Google Gemini. (These are pre-generated contents, not live-generated during gameplay.)
During Early Access, we use AI-generated voice-overs as temporary placeholders for some characters. These will be replaced with professionally recorded voice-overs during development or, at the latest, after the end of the Early Access period.