Generative AI tools were used during development to assist with creating a limited number of 2D inventory icons and portions of written text and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
AI-assisted tools were used for all of the game visuals, audio, and code. No AI generation occurs during gameplay, and no external AI services are used while playing.
Generative AI tools were used during part of the development process.
Generative AI was used for some 3D models and image assets. AI-generated assets were reviewed and adjusted by the developer before being included in the game.
No content is generated by AI while the game is running.
Generative AI tools were used during the development of Protocol as development assistance. AI was used to help with brainstorming, programming assistance, troubleshooting, and other development-related tasks. The final game content was reviewed, edited, and implemented by the developer.
Generative AI has been used solely as a supporting tool to create some of the icons used for the character's abilities and upgrades, as well as to assist with translating the game's text into other languages.
As a small independent developer, obviously AI tools was used to assist in the development of this game, including working on graphical elements as well as writing code.
In-game background and character artwork, as well as store graphical assets, were pre-rendered using generative AI and manually reviewed and edited by the developer. All narrative text was written by the developer. No live-generated content.
3D models for props and buildings have been generated with code developed by AI. The game splash screens and logo have been generated by AI. Music is generated live with code developed by AI.
Ward 9 uses developer-curated generative AI tools during production for selected marketing/community artwork, narrative drafting support, and voice/audio asset creation. All AI-assisted content is reviewed, edited, and approved by the developer before inclusion. The game does not use live generative AI to create player-facing content during gameplay.
Aftergrowth's code was written with the help of an AI coding assistant, and some of the game's text — including parts of this store page — was first drafted with it and then edited by hand.
Nothing you see or hear is AI-generated. Every sprite, tile and icon is drawn by deterministic Python scripts rather than by an image model. The music is synthesised and the sound effects are CC0 recordings by Kenney, both credited in the game's CREDITS file. No generative AI runs while you play: nothing is generated live, and the game makes no request to any AI service.
Artificial intelligence was used to assist with interface localization and adaptation of in-game textures.
There was a time when people used Google Translate, and terrible localization for many languages was common. Times have changed, progress does not stand still. Today, new and more advanced tools have emerged, and people now use them instead of outdated ones.
During the development of The Sin of Ritter, generative AI tools were used as support in the content creation process. These tools assisted with the production of voice acting in different languages, the translation and localization of the game's text, as well as the creation of some textures used in the composition of the environments.
This game uses a few assets purchased from FAB which may or may not contain AI-generated content. I have personally done my best to scrub AI out of those few purchased assets. There are also two images and two short instrumentals, and that's it.
Generative AI was used during development to assist with editing and reviewing some narrative text and with localization. AI-assisted text was reviewed and edited manually by the developer before being included in the game. No AI-generated content is created live during gameplay.
AI was utilized as a supplementary tool for the creation of some art and promotional imagery. The core game experience is entirely hand-crafted using the Godot engine with original and licensed assets. All AI-generated marketing materials underwent human curation and post-processing to ensure visual consistency with the actual gameplay and compliance with platform guidelines.
AI tools were used in the creation of some promotional renderings and in-game scene assets. All AI-generated visual content was reviewed, edited, and finalized by the development team to ensure consistency with the game's artistic direction.
AI tools were used to assist in writing, optimizing, and debugging code scripts during development. All game mechanics were manually implemented and tested
The character voices in this game were generated using artificial intelligence (AI). No character visuals, animations, or other game assets were generated using AI.
Generative AI tools were used during development to assist with programming and some UI design. The game's overall creative direction, artwork, 3D environments, world design, and curation were created and directed by the developer.
All spoken roles were performed by the developer, Morph. Those recordings were then transformed into different character voices and accents using AI voice conversion and further processed with Logic Pro.
Some ambient audio in this game — background crowd voices and station announcements — is generated using neural text-to-speech. All visual art, music, and narrative writing are human-authored or made with traditional, non-generative tools.
This game utilizes pre-generated AI tools to create SFXs, music, UI images, texts, and one 3D model. Some of which are edited and all of which are selected with care.
Generative AI tools were used during development to assist with creating certain in-game visual assets, concept art, and UI elements. All AI-generated content has been reviewed, curated, and integrated manually by the developer.
Generative AI tools were used during development to assist with creating a limited number of 2D inventory icons and portions of written text and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
AI-assisted tools were used for all of the game visuals, audio, and code. No AI generation occurs during gameplay, and no external AI services are used while playing.
Generative AI tools were used during part of the development process.
Generative AI was used for some 3D models and image assets. AI-generated assets were reviewed and adjusted by the developer before being included in the game.
No content is generated by AI while the game is running.
Generative AI tools were used during the development of Protocol as development assistance. AI was used to help with brainstorming, programming assistance, troubleshooting, and other development-related tasks. The final game content was reviewed, edited, and implemented by the developer.
Generative AI has been used solely as a supporting tool to create some of the icons used for the character's abilities and upgrades, as well as to assist with translating the game's text into other languages.
As a small independent developer, obviously AI tools was used to assist in the development of this game, including working on graphical elements as well as writing code.
In-game background and character artwork, as well as store graphical assets, were pre-rendered using generative AI and manually reviewed and edited by the developer. All narrative text was written by the developer. No live-generated content.
3D models for props and buildings have been generated with code developed by AI. The game splash screens and logo have been generated by AI. Music is generated live with code developed by AI.
Ward 9 uses developer-curated generative AI tools during production for selected marketing/community artwork, narrative drafting support, and voice/audio asset creation. All AI-assisted content is reviewed, edited, and approved by the developer before inclusion. The game does not use live generative AI to create player-facing content during gameplay.
Aftergrowth's code was written with the help of an AI coding assistant, and some of the game's text — including parts of this store page — was first drafted with it and then edited by hand.
Nothing you see or hear is AI-generated. Every sprite, tile and icon is drawn by deterministic Python scripts rather than by an image model. The music is synthesised and the sound effects are CC0 recordings by Kenney, both credited in the game's CREDITS file. No generative AI runs while you play: nothing is generated live, and the game makes no request to any AI service.
Artificial intelligence was used to assist with interface localization and adaptation of in-game textures.
There was a time when people used Google Translate, and terrible localization for many languages was common. Times have changed, progress does not stand still. Today, new and more advanced tools have emerged, and people now use them instead of outdated ones.
During the development of The Sin of Ritter, generative AI tools were used as support in the content creation process. These tools assisted with the production of voice acting in different languages, the translation and localization of the game's text, as well as the creation of some textures used in the composition of the environments.
This game uses a few assets purchased from FAB which may or may not contain AI-generated content. I have personally done my best to scrub AI out of those few purchased assets. There are also two images and two short instrumentals, and that's it.
Generative AI was used during development to assist with editing and reviewing some narrative text and with localization. AI-assisted text was reviewed and edited manually by the developer before being included in the game. No AI-generated content is created live during gameplay.
AI was utilized as a supplementary tool for the creation of some art and promotional imagery. The core game experience is entirely hand-crafted using the Godot engine with original and licensed assets. All AI-generated marketing materials underwent human curation and post-processing to ensure visual consistency with the actual gameplay and compliance with platform guidelines.
AI tools were used in the creation of some promotional renderings and in-game scene assets. All AI-generated visual content was reviewed, edited, and finalized by the development team to ensure consistency with the game's artistic direction.
AI tools were used to assist in writing, optimizing, and debugging code scripts during development. All game mechanics were manually implemented and tested
The character voices in this game were generated using artificial intelligence (AI). No character visuals, animations, or other game assets were generated using AI.
Generative AI tools were used during development to assist with programming and some UI design. The game's overall creative direction, artwork, 3D environments, world design, and curation were created and directed by the developer.
All spoken roles were performed by the developer, Morph. Those recordings were then transformed into different character voices and accents using AI voice conversion and further processed with Logic Pro.
Some ambient audio in this game — background crowd voices and station announcements — is generated using neural text-to-speech. All visual art, music, and narrative writing are human-authored or made with traditional, non-generative tools.
This game utilizes pre-generated AI tools to create SFXs, music, UI images, texts, and one 3D model. Some of which are edited and all of which are selected with care.
Generative AI tools were used during development to assist with creating certain in-game visual assets, concept art, and UI elements. All AI-generated content has been reviewed, curated, and integrated manually by the developer.