Generative artificial intelligence was used during development mainly to assist with localization and code, with some 2D/3D assets, and selected audio assets. All AI-assisted content was manually reviewed, edited, and refined by the developer before use.
AI tools were used to assist in drafting some written text (in-game lore entries and store page descriptions); all such text was reviewed and edited by the developer. All artwork, animation, music, and sound effects are human-created licensed assets. The game does not use AI to generate any content at runtime.
AI tools were used to assist with promotional artwork, capsule art, and visual concept iteration for The Big Suck. Final art direction, selection, editing, game design, programming, balancing, and implementation were done by the developer. AI was used as a creative production aid for a small indie project, not as live-generated gameplay content.
I used AI for debugging package errors that can generate thousands-lines-long error logs, to point me into the right direction.
I also localized the store page to some languages using LLM.
Generative AI was used during development to draft initial art concepts and assist with the foundation of text localization. All final in-game visual assets were manually refined, edited, and finished in Photoshop to ensure a high-quality, hand-crafted aesthetic. Localization was human-reviewed to ensure accuracy for players.
Some development tasks, including early draft generation and translation assistance, involved generative AI tools. All narrative content, character writing, and dialogue were written and substantially revised by the developer.
The game uses an offline local LLM to dynamically generate NPC dialogue, parse player's text commands, and judge the player's actions in court.
The game uses zero generative AI art or audio assets.
During the development process, we may use procedural and AI-driven tools to support content creation. In all cases, the final product reflects the creativity and vision of our development team.
All voice recordings in the game are performed by a human, but AI Speech to Speech synthesis is used on some dialogue to provide more variety to the voices present in the game. Text to Speech synthesis is not used.
AI is not used to create any other call content, including in the writing of calls, which are all written by humans.
Some store cover materials are generated by artificial intelligence.
All the comic materials used in the plot are generated by artificial intelligence.
The game features a small local language model used to generate dynamic storylines and events based on character traits and relationships. Generative AI is also used to assist in the creation of various 2D textures, marketing materials, portraits and UI elements.
Generative artificial intelligence was used during development mainly to assist with localization and code, with some 2D/3D assets, and selected audio assets. All AI-assisted content was manually reviewed, edited, and refined by the developer before use.
AI tools were used to assist in drafting some written text (in-game lore entries and store page descriptions); all such text was reviewed and edited by the developer. All artwork, animation, music, and sound effects are human-created licensed assets. The game does not use AI to generate any content at runtime.
AI tools were used to assist with promotional artwork, capsule art, and visual concept iteration for The Big Suck. Final art direction, selection, editing, game design, programming, balancing, and implementation were done by the developer. AI was used as a creative production aid for a small indie project, not as live-generated gameplay content.
I used AI for debugging package errors that can generate thousands-lines-long error logs, to point me into the right direction.
I also localized the store page to some languages using LLM.
Generative AI was used during development to draft initial art concepts and assist with the foundation of text localization. All final in-game visual assets were manually refined, edited, and finished in Photoshop to ensure a high-quality, hand-crafted aesthetic. Localization was human-reviewed to ensure accuracy for players.
Some development tasks, including early draft generation and translation assistance, involved generative AI tools. All narrative content, character writing, and dialogue were written and substantially revised by the developer.
The game uses an offline local LLM to dynamically generate NPC dialogue, parse player's text commands, and judge the player's actions in court.
The game uses zero generative AI art or audio assets.
During the development process, we may use procedural and AI-driven tools to support content creation. In all cases, the final product reflects the creativity and vision of our development team.
All voice recordings in the game are performed by a human, but AI Speech to Speech synthesis is used on some dialogue to provide more variety to the voices present in the game. Text to Speech synthesis is not used.
AI is not used to create any other call content, including in the writing of calls, which are all written by humans.
Some store cover materials are generated by artificial intelligence.
All the comic materials used in the plot are generated by artificial intelligence.
The game features a small local language model used to generate dynamic storylines and events based on character traits and relationships. Generative AI is also used to assist in the creation of various 2D textures, marketing materials, portraits and UI elements.