Pre-generated AI artwork was used for characters, enemies, bosses, environments, interface icons, and store and promotional artwork. These assets were selected, edited, and integrated during development. The game does not generate AI content during play or connect to external AI services.
Pre-generated AI content: TROPHY FLEET's visual assets and its synthetic character voice performances were produced using AI image and voice generation as a starting point during development. Every generated asset was then selected, chroma-keyed against a solid key background, retouched, resized and hand-aligned by the developer before shipping. Boss artwork is collision-aligned to gameplay: each visible weak point on a boss sprite corresponds to an actual targetable hitbox at that exact position. Source masters and shipped runtime assets are both retained in the project repository.
The soundtrack is not AI-generated. It consists of 39 CC0-licensed music tracks, curated per world and normalized to -16 LUFS, with full attribution shipped in the game's THIRD_PARTY_NOTICES file.
All game design, code, level authoring, enemy behaviour, boss mechanics and balance systems are the developer's own work.
The game generates no content while it is running. It sends no player data or prompts to any AI service or any other service, requires no network connection, and functions fully offline.
Generative AI tools were used to assist with some store marketing assets including capsule artwork, as well as a small number of in-game item icons and a loading screen. All AI-assisted assets were reviewed, edited and polished by hand before use and will be replaced at a later date.
Development used generative AI tools to create pre-generated visual assets: seven battlefield and escalation backgrounds, twenty-six combat-art atlases, and one progression-card atlas (34 bitmap files total). AI tools also helped translate the store page and in-game text from the original, manually written English into eight languages. All generated content is pre-generated and curated; the game does not generate content while running. No third-party logos, characters, or source art were used as image-generation references.
Generative AI was used during development to assist with drafting and refining some localization text and selected promotional artwork. All AI-assisted material is pre-generated, reviewed, and edited by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to external AI services.
During our creative processes, we may use modern digital tools that include AI-based features to assist with content creation, such as language translation or voice acting. This helps us stay innovative without losing sight of what makes our games truly unique, while ensuring the final product preserves the distinctive style and quality our development team strives for.
Generative AI tools were used during development to assist with portions of the game’s code and the creation or refinement of certain visual and marketing assets. All AI-assisted material was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Some pre-rendered art assets (enemy and background artwork) and localization were created with generative AI tools under human direction, then manually cleaned up and integrated by the developers. Development used AI-assisted coding tools. No content is AI-generated at runtime.
Used AI to over optimize the performance of the game as it is very painful to have thousands of enemies on your screen at the same time and 100 projectiles per seconds without turning your pc into an oven.
Also used AI for localization. (Added different languages besides English)
This game uses generative AI in a limited capacity on the game server in real time. The AI is used solely to generate narrative text: mission names and descriptions, in-world news broadcasts, and some NPC dialogue. All game logic — including mission mechanics, rewards, and balance — is governed by deterministic code and is never decided by AI. If the AI service is unavailable, the game automatically falls back to pre-written text templates.
Portions of imagery were produced with the assistance of generative AI.
This game was created by a real human, using the Codex development environment. Contains lots of generated artwork and descriptive text, as well as gameplay refinements gained through AI powered balance testing.
The game's art and sound are drawn and synthesised in code at runtime rather than shipped as asset files, and that code was written with AI coding assistance under human direction. No AI runs while the game is playing. The soundtrack is licensed human-authored works.
Generative AI tools were used in the development of this game to assist with creating select artwork, writing promotional/store page descriptions, and localization.
Generative AI tools were used during development to assist with certain parts of the game, including code and game assets such as artwork, audio, and localization. All AI generated content has been reviewed before being included in the game.
AI Disclosure
WinterCore is a solo-developed game created over four years. Generative AI was used during development to create a small number of visual assets and selected promotional artwork. All AI-generated assets were subsequently edited, refined, and adapted by the developer to fit WinterCore’s art direction and overall visual style.
The game’s core design, programming, story, gameplay, and final implementation were created by the developer. The project also includes licensed assets and creative works from independent artists and creators, who are credited accordingly.
Some user interface elements (including UI frames, buttons, panels, and HUD background art) were created with the assistance of generative AI image tools during development, then manually edited, composited, and integrated by the development team. Promotional artwork on the store page (capsule, library header/hero images) also used generative AI assistance and was human-reviewed before publication. No AI is used to generate content during gameplay.
The game does not generate any content with AI at runtime. Some illustrations and some in-game artwork were pre-generated using generative AI image tools, then curated, edited and integrated by our team. All game design, code, writing and final art direction are human-made.
As a solo developer, AI has been used as a tool to get the game where it is today. Primary used as a tool to help with areas of development and certain text generations.
No art or music was generated by AI. 95% of the artwork in the game is procedurally generated by code, while the rest is hand done by me. The music was also created by me specifically for the game.
AI was used in places like name and description generations for items in the game as well as some text areas within the tutorial coach text to help guide players through the initial stages of the game.
Generative AI was used to assist in creating select background artwork and visual assets for the game. All assets were manually edited and refined before being integrated.
Some visual assets and portions of the game’s code were created with the assistance of generative AI. All AI-assisted content was reviewed and edited by the developer before being included in the game. The game does not generate AI content during gameplay.
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.
Generative AI has been used during the early stages of development to create temporary placeholder content, primarily to support production and prototyping. This content is intended to be temporary and is planned to be replaced with final assets specifically created for the game as development progresses.
Generative AI was used during development to assist with some pre-generated visual assets, including selected 3D models, textures, and animations. All such content is reviewed and edited by the development team. No generative AI runs during gameplay, and no player input is sent to an AI service.
Generated Content: visual art — characters, environment art and store/marketing capsule images created using Google Gemini, then edited and composited by hand.
Generative AI tools were used during development to assist with some visual assets, audio, and code. All content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Part of the program code, art materials, and text content in this work were created using generative artificial intelligence and have been manually reviewed and adjusted to ensure a seamless gaming experience. During gameplay, AI does not generate content in real-time, all content is pre generated.
Generative AI tools were used during development as part of the early creative and production process, including generating mood boards, visual references, and some base meshes.
These materials were used as starting points rather than finished game content. Any AI-assisted assets included in Nine Below were substantially reworked, modified, refined, and polished by hand before being included in the final game.
AI was used to support iteration and production, while the final game was designed, built, and finished by the developer. No AI-generated content is created during gameplay.
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.
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.
Pre-generated AI artwork was used for characters, enemies, bosses, environments, interface icons, and store and promotional artwork. These assets were selected, edited, and integrated during development. The game does not generate AI content during play or connect to external AI services.
Pre-generated AI content: TROPHY FLEET's visual assets and its synthetic character voice performances were produced using AI image and voice generation as a starting point during development. Every generated asset was then selected, chroma-keyed against a solid key background, retouched, resized and hand-aligned by the developer before shipping. Boss artwork is collision-aligned to gameplay: each visible weak point on a boss sprite corresponds to an actual targetable hitbox at that exact position. Source masters and shipped runtime assets are both retained in the project repository.
The soundtrack is not AI-generated. It consists of 39 CC0-licensed music tracks, curated per world and normalized to -16 LUFS, with full attribution shipped in the game's THIRD_PARTY_NOTICES file.
All game design, code, level authoring, enemy behaviour, boss mechanics and balance systems are the developer's own work.
The game generates no content while it is running. It sends no player data or prompts to any AI service or any other service, requires no network connection, and functions fully offline.
Generative AI tools were used to assist with some store marketing assets including capsule artwork, as well as a small number of in-game item icons and a loading screen. All AI-assisted assets were reviewed, edited and polished by hand before use and will be replaced at a later date.
Development used generative AI tools to create pre-generated visual assets: seven battlefield and escalation backgrounds, twenty-six combat-art atlases, and one progression-card atlas (34 bitmap files total). AI tools also helped translate the store page and in-game text from the original, manually written English into eight languages. All generated content is pre-generated and curated; the game does not generate content while running. No third-party logos, characters, or source art were used as image-generation references.
Generative AI was used during development to assist with drafting and refining some localization text and selected promotional artwork. All AI-assisted material is pre-generated, reviewed, and edited by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to external AI services.
During our creative processes, we may use modern digital tools that include AI-based features to assist with content creation, such as language translation or voice acting. This helps us stay innovative without losing sight of what makes our games truly unique, while ensuring the final product preserves the distinctive style and quality our development team strives for.
Generative AI tools were used during development to assist with portions of the game’s code and the creation or refinement of certain visual and marketing assets. All AI-assisted material was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Some pre-rendered art assets (enemy and background artwork) and localization were created with generative AI tools under human direction, then manually cleaned up and integrated by the developers. Development used AI-assisted coding tools. No content is AI-generated at runtime.
Used AI to over optimize the performance of the game as it is very painful to have thousands of enemies on your screen at the same time and 100 projectiles per seconds without turning your pc into an oven.
Also used AI for localization. (Added different languages besides English)
This game uses generative AI in a limited capacity on the game server in real time. The AI is used solely to generate narrative text: mission names and descriptions, in-world news broadcasts, and some NPC dialogue. All game logic — including mission mechanics, rewards, and balance — is governed by deterministic code and is never decided by AI. If the AI service is unavailable, the game automatically falls back to pre-written text templates.
Portions of imagery were produced with the assistance of generative AI.
This game was created by a real human, using the Codex development environment. Contains lots of generated artwork and descriptive text, as well as gameplay refinements gained through AI powered balance testing.
The game's art and sound are drawn and synthesised in code at runtime rather than shipped as asset files, and that code was written with AI coding assistance under human direction. No AI runs while the game is playing. The soundtrack is licensed human-authored works.
Generative AI tools were used in the development of this game to assist with creating select artwork, writing promotional/store page descriptions, and localization.
Generative AI tools were used during development to assist with certain parts of the game, including code and game assets such as artwork, audio, and localization. All AI generated content has been reviewed before being included in the game.
AI Disclosure
WinterCore is a solo-developed game created over four years. Generative AI was used during development to create a small number of visual assets and selected promotional artwork. All AI-generated assets were subsequently edited, refined, and adapted by the developer to fit WinterCore’s art direction and overall visual style.
The game’s core design, programming, story, gameplay, and final implementation were created by the developer. The project also includes licensed assets and creative works from independent artists and creators, who are credited accordingly.
Some user interface elements (including UI frames, buttons, panels, and HUD background art) were created with the assistance of generative AI image tools during development, then manually edited, composited, and integrated by the development team. Promotional artwork on the store page (capsule, library header/hero images) also used generative AI assistance and was human-reviewed before publication. No AI is used to generate content during gameplay.
The game does not generate any content with AI at runtime. Some illustrations and some in-game artwork were pre-generated using generative AI image tools, then curated, edited and integrated by our team. All game design, code, writing and final art direction are human-made.
As a solo developer, AI has been used as a tool to get the game where it is today. Primary used as a tool to help with areas of development and certain text generations.
No art or music was generated by AI. 95% of the artwork in the game is procedurally generated by code, while the rest is hand done by me. The music was also created by me specifically for the game.
AI was used in places like name and description generations for items in the game as well as some text areas within the tutorial coach text to help guide players through the initial stages of the game.
Generative AI was used to assist in creating select background artwork and visual assets for the game. All assets were manually edited and refined before being integrated.
Some visual assets and portions of the game’s code were created with the assistance of generative AI. All AI-assisted content was reviewed and edited by the developer before being included in the game. The game does not generate AI content during gameplay.
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.
Generative AI has been used during the early stages of development to create temporary placeholder content, primarily to support production and prototyping. This content is intended to be temporary and is planned to be replaced with final assets specifically created for the game as development progresses.
Generative AI was used during development to assist with some pre-generated visual assets, including selected 3D models, textures, and animations. All such content is reviewed and edited by the development team. No generative AI runs during gameplay, and no player input is sent to an AI service.
Generated Content: visual art — characters, environment art and store/marketing capsule images created using Google Gemini, then edited and composited by hand.
Generative AI tools were used during development to assist with some visual assets, audio, and code. All content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Part of the program code, art materials, and text content in this work were created using generative artificial intelligence and have been manually reviewed and adjusted to ensure a seamless gaming experience. During gameplay, AI does not generate content in real-time, all content is pre generated.
Generative AI tools were used during development as part of the early creative and production process, including generating mood boards, visual references, and some base meshes.
These materials were used as starting points rather than finished game content. Any AI-assisted assets included in Nine Below were substantially reworked, modified, refined, and polished by hand before being included in the final game.
AI was used to support iteration and production, while the final game was designed, built, and finished by the developer. No AI-generated content is created during gameplay.
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.
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.