We used Claude (Anthropic) during development for the following:
- Writing the store page description
- Assisting with the translation of in-game text
- Generating some simple in-game objects
Generative AI tools were used during development to assist in the creation of certain game assets. For visual assets such as units and characters, the developer first created original line art manually, then used AI-assisted coloring as part of the workflow, followed by additional manual editing and refinement. For music, AI was used to generate an initial melodic idea, which was then manually edited, arranged, and refined by the developer in LMMS. All AI-assisted content is pre-generated and reviewed by the developer before being included in the game. The game does not use live-generated AI during gameplay.
AI was used during development to create portions of the game’s pre-generated artwork, characters, animations, music, voices, and sound effects. These assets are included in the finished game. No AI content is generated live during gameplay.
I’m a solo developer doing my first-ever coding project. With no prior coding experience, I relied heavily on tons of tutorials to write the code and used AI to assist when troubleshooting some bugs. I also used AI to generate some of the project's visual content and images but mainly tried to use actual human work. It's been a massive learning experience, so thanks for your time, and I hope you can enjoy my project :)
Generative AI was used to assist in the creation of some visual assets, UI elements, sound effects, and music featured in Warchaic. Software development was handled by our development team, while animations and visual effects (VFX) were either created by our team or sourced from licensed asset packages.
Some of the placeholder unit and terrain sprites that I'm using while the game is in development were generated with the help of AI (with a lot of manual curation and editing... I promise that you will not be confronted by any noticeably ugly slop).
Initial sales will contribute toward creating hand-drawn, unique sprites for as many units as possible.
Some pre-generated artwork and audio included in MyHiStory were created with the assistance of generative AI during development. These assets were selected, reviewed, and curated by the developer before inclusion in the game. MyHiStory does not use generative AI to generate content or code while the game is running.
Generative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input.
Some artwork and visual assets in this game were created with the assistance of generative AI tools during development. All such content was reviewed, edited, and integrated into the game by the developer.
This game includes AI-generated voice performances for certain characters. Players have the option to disable AI-generated voices in the game settings. During development, AI-assisted tools were also used as part of the concept and reference creation process for some visual assets. Final in-game artwork has been substantially modified or created by the development team and is not presented as raw AI-generated content.
Some game art was created with generative AI assistance (Grok / xAI). Design and direction by Rubbleline Games. No AI content is generated during gameplay, and the game does not call external AI services while playing.
Generative AI tools were used during development to assist in creating and refining some pre-generated visual assets, including selected in-game backgrounds. All AI-assisted content was reviewed, edited, and integrated by the development team. The game does not generate content using AI during gameplay.
AI tools were used during development to assist with the creation of certain 2D visual assets. Specifically, AI was used to generate some images used on the Steam store page and to assist in creating character portrait artwork used in the game. These AI-generated assets were reviewed and incorporated into the final game by the development team.
This game uses generative AI during development to assist with selected artwork, relic and character illustrations, and limited text drafts. All generated material was created offline during development, then manually reviewed, edited, integrated, and quality-checked before being included in the game.
The game does not generate images, audio, text, code, or other content in real time, and it does not send player data or game content to external AI services during gameplay.
Generative AI was used during development to create selected 2D artwork, including crew portraits, environmental elements, user interface icons, and key art. Generated assets were selected, edited, and adapted to match the game’s visual style and technical requirements. The game does not generate any AI content at runtime and does not send player data to generative AI services.
Terran Dawn is a solo-developed game, and generative AI tools were used
during its production. Everything AI-assisted is created ahead of time and
shipped as fixed files inside the build: the game generates nothing while
you play, contacts no AI service at runtime, and sends no player data
anywhere.
Where these tools were used:
- 3D assets: ship, station and building meshes were produced with AI
text-to-3D generation, then rescaled, re-oriented, re-textured and
hand-corrected to fit the engine.
- 2D art and textures: interface illustrations, encyclopedia art and some
surface textures were generated from hand-written prompts and edited
afterwards.
- Sound effects: a portion of the weapon, interface and explosion sounds
were generated with AI audio tools, then trimmed and mixed by hand.
- Music: the soundtrack was created with AI music generation.
- Voice-over: mission briefings and in-mission radio lines are AI
text-to-speech, performed from scripts written by the developer.
- Video transmissions: the in-game character broadcasts use a licensed
synthetic presenter and synthetic voice to deliver dialogue written by
the developer.
- Translation: the game's text was translated into its supported languages
with the help of an AI language model.
- Some of the game's source code was written with AI coding assistants.
The game's design, story, missions, rules and balance are written by the
developer. No generative AI runs while the game is playing.
Some pre-rendered assets in this game and its store presence were created with the assistance of generative AI tools: portions of the 2D artwork (such as backdrop and ramp textures, marketing and capsule images) and some sound effects. All AI-assisted assets were reviewed, selected, and edited by the developer before inclusion. The game's design, code, gameplay systems, writing, and balance are entirely human-made. No content is generated by AI at runtime.
The game uses a wide variety of artificial intelligence products in the art creation process. Ranging from 3d model generation to 2D art, music and sound effects.
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.
Some of Phosphor Command's store and marketing artwork. Notably, the library/hero image was created using a generative AI image tool, based on our own in‑game screenshots, and finalized by the developer. All AI‑generated content is pre‑generated; the game generates no AI content during gameplay. We hold the rights to use this content.
Generative AI tools were used during development to assist with the creation and iteration of some game assets and development code. AI-assisted content included in the final game is pre-generated and reviewed by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used during development to assist with the creation and refinement of certain visual assets, including some user interface graphics, promotional artwork, and other supporting art elements. All AI-assisted content was reviewed, edited, and selected by the developer before being included in the game. Generative AI is not used to create content during gameplay.
Generative AI was used to assist in creating some UI elements. No AI-generated content was used as-is; all assets were manually reviewed, refined, and polished by our designers before inclusion in the game.
We used Claude (Anthropic) during development for the following:
- Writing the store page description
- Assisting with the translation of in-game text
- Generating some simple in-game objects
Generative AI tools were used during development to assist in the creation of certain game assets. For visual assets such as units and characters, the developer first created original line art manually, then used AI-assisted coloring as part of the workflow, followed by additional manual editing and refinement. For music, AI was used to generate an initial melodic idea, which was then manually edited, arranged, and refined by the developer in LMMS. All AI-assisted content is pre-generated and reviewed by the developer before being included in the game. The game does not use live-generated AI during gameplay.
AI was used during development to create portions of the game’s pre-generated artwork, characters, animations, music, voices, and sound effects. These assets are included in the finished game. No AI content is generated live during gameplay.
I’m a solo developer doing my first-ever coding project. With no prior coding experience, I relied heavily on tons of tutorials to write the code and used AI to assist when troubleshooting some bugs. I also used AI to generate some of the project's visual content and images but mainly tried to use actual human work. It's been a massive learning experience, so thanks for your time, and I hope you can enjoy my project :)
Generative AI was used to assist in the creation of some visual assets, UI elements, sound effects, and music featured in Warchaic. Software development was handled by our development team, while animations and visual effects (VFX) were either created by our team or sourced from licensed asset packages.
Some of the placeholder unit and terrain sprites that I'm using while the game is in development were generated with the help of AI (with a lot of manual curation and editing... I promise that you will not be confronted by any noticeably ugly slop).
Initial sales will contribute toward creating hand-drawn, unique sprites for as many units as possible.
Some pre-generated artwork and audio included in MyHiStory were created with the assistance of generative AI during development. These assets were selected, reviewed, and curated by the developer before inclusion in the game. MyHiStory does not use generative AI to generate content or code while the game is running.
Generative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input.
Some artwork and visual assets in this game were created with the assistance of generative AI tools during development. All such content was reviewed, edited, and integrated into the game by the developer.
This game includes AI-generated voice performances for certain characters. Players have the option to disable AI-generated voices in the game settings. During development, AI-assisted tools were also used as part of the concept and reference creation process for some visual assets. Final in-game artwork has been substantially modified or created by the development team and is not presented as raw AI-generated content.
Some game art was created with generative AI assistance (Grok / xAI). Design and direction by Rubbleline Games. No AI content is generated during gameplay, and the game does not call external AI services while playing.
Generative AI tools were used during development to assist in creating and refining some pre-generated visual assets, including selected in-game backgrounds. All AI-assisted content was reviewed, edited, and integrated by the development team. The game does not generate content using AI during gameplay.
AI tools were used during development to assist with the creation of certain 2D visual assets. Specifically, AI was used to generate some images used on the Steam store page and to assist in creating character portrait artwork used in the game. These AI-generated assets were reviewed and incorporated into the final game by the development team.
This game uses generative AI during development to assist with selected artwork, relic and character illustrations, and limited text drafts. All generated material was created offline during development, then manually reviewed, edited, integrated, and quality-checked before being included in the game.
The game does not generate images, audio, text, code, or other content in real time, and it does not send player data or game content to external AI services during gameplay.
Generative AI was used during development to create selected 2D artwork, including crew portraits, environmental elements, user interface icons, and key art. Generated assets were selected, edited, and adapted to match the game’s visual style and technical requirements. The game does not generate any AI content at runtime and does not send player data to generative AI services.
Terran Dawn is a solo-developed game, and generative AI tools were used
during its production. Everything AI-assisted is created ahead of time and
shipped as fixed files inside the build: the game generates nothing while
you play, contacts no AI service at runtime, and sends no player data
anywhere.
Where these tools were used:
- 3D assets: ship, station and building meshes were produced with AI
text-to-3D generation, then rescaled, re-oriented, re-textured and
hand-corrected to fit the engine.
- 2D art and textures: interface illustrations, encyclopedia art and some
surface textures were generated from hand-written prompts and edited
afterwards.
- Sound effects: a portion of the weapon, interface and explosion sounds
were generated with AI audio tools, then trimmed and mixed by hand.
- Music: the soundtrack was created with AI music generation.
- Voice-over: mission briefings and in-mission radio lines are AI
text-to-speech, performed from scripts written by the developer.
- Video transmissions: the in-game character broadcasts use a licensed
synthetic presenter and synthetic voice to deliver dialogue written by
the developer.
- Translation: the game's text was translated into its supported languages
with the help of an AI language model.
- Some of the game's source code was written with AI coding assistants.
The game's design, story, missions, rules and balance are written by the
developer. No generative AI runs while the game is playing.
Some pre-rendered assets in this game and its store presence were created with the assistance of generative AI tools: portions of the 2D artwork (such as backdrop and ramp textures, marketing and capsule images) and some sound effects. All AI-assisted assets were reviewed, selected, and edited by the developer before inclusion. The game's design, code, gameplay systems, writing, and balance are entirely human-made. No content is generated by AI at runtime.
The game uses a wide variety of artificial intelligence products in the art creation process. Ranging from 3d model generation to 2D art, music and sound effects.
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.
Some of Phosphor Command's store and marketing artwork. Notably, the library/hero image was created using a generative AI image tool, based on our own in‑game screenshots, and finalized by the developer. All AI‑generated content is pre‑generated; the game generates no AI content during gameplay. We hold the rights to use this content.
Generative AI tools were used during development to assist with the creation and iteration of some game assets and development code. AI-assisted content included in the final game is pre-generated and reviewed by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used during development to assist with the creation and refinement of certain visual assets, including some user interface graphics, promotional artwork, and other supporting art elements. All AI-assisted content was reviewed, edited, and selected by the developer before being included in the game. Generative AI is not used to create content during gameplay.
Generative AI was used to assist in creating some UI elements. No AI-generated content was used as-is; all assets were manually reviewed, refined, and polished by our designers before inclusion in the game.