Generative AI tools were used to assist with the enhancement of certain promotional images, store page artwork, and place holder UI promotional content including lighting, color grading, atmospheric effects, and visual cleanup.
The game's models, environments, gameplay systems, animations, and other in-game content are created by the developer. The game does not use live-generated AI during gameplay.
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.
American Gold Rush uses limited AI-generated art in a small number of places, all of it pre-generated during development. No AI is used while you play, and nothing about the game changes at runtime.
AI-generated: the title artwork, some background pieces like the sky.
Not AI-generated: all pixel art, all sound effects, all music, all game code and all writing. These are human-made, by named people paid for the work.
Generative AI tools were used in the creation of some visual assets in the game. Some generated artwork was used directly after review, while other generated artwork was edited, modified, or used as a starting point for final assets.
During development, generative AI was used to create or edit selected 2D character and environment art, UI elements and icons, VFX and animation assets, English and Simplified Chinese character voices, and store marketing artwork. It was also used in the production of the opening cinematic and its audio. All generated content was reviewed and edited, composited, or post-processed by the development team as appropriate. The game does not use generative AI at runtime and does not generate content in response to player input.
Some of this game's artwork (including store capsules and background art) was created with the help of generative AI image tools. All AI-assisted content was reviewed, edited, and curated by the developer. The game generates no AI content at runtime; opponent behavior uses traditional, hand-authored game logic
Generative AI tools were used during development to assist in creating pre-rendered 2D artwork and graphical assets (including cowboy character portraits and background visuals), as well as generating select background music tracks for the game.
Some of the content in this game was created using generative AI tools - this includes converting to seamless textures, some visual elements, localization (interface translations), as well as some sound effects and music. All AI-generated materials have been reviewed, edited and adapted by the game's creators.
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.
Johnny Jagung uses generative AI across much of its content. The visual art (character, enemy, boss, and UI artwork), music, sound effects, in-game text, and Indonesian translation were all created with the help of generative AI tools, then reviewed, curated, and assembled into the game by the developer — for instance, character art is hand-edited, composited, and animated from generated source images. All AI-generated content is created during development; the game does not generate anything live while you play.
A limited amount of generative AI was used to assist with creating some decorative in-game poster artwork. The game's environments, level design, gameplay mechanics, and overall world-building were handcrafted by the developer.
This game was made by 1 person, with the help of AI for the art, coding, sound, story, you name it. This was a lot of work for me the human though, this was not a few prompts, this was many different systems and custom work pipelines I designed completely myself. It took a long time and a huge amount of effort.
Salt and Soil uses generative AI during gameplay to create some Annual Family Council narrative text and structured choice outcomes based on the current campaign state. Generated council content is constrained by the game’s historical setting, family data, localization rules, and gameplay schema, then validated before it is shown to the player.
The visuals in The Shadows of Dry Creek (illustrations and scenes) were generated using generative artificial intelligence tools, then curated and integrated within a consistent art direction aligned with the game’s universe. Some elements may have been manually adjusted or refined to ensure they fit the intended narrative experience.
This game uses AI-generated content solely for the creation of artificial voices in which voices where either generated with text-to-speech software or AI-generated voices were applied on top of human-recorded voice actors and actresses.
Generative AI tools were used to create some images and cutscene artwork. All AI-generated content was reviewed, edited, and integrated by the development team.
This game uses generative AI tools in a limited capacity:
🎨 Marketing & Concept Materials: Some marketing materials, store page assets, and early concept visuals were created or refined using generative AI tools during development.
All AI-assisted content was reviewed, edited, and approved by the development team before publication.
This game uses pre-generated visual assets, including images and cinematic sequences created with external tools. These assets are used for environmental storytelling and menu presentation, and do not involve real-time AI generation.
Certain pre-generated visual assets in the game and store materials, such as some icons and background artwork, were created with the assistance of generative AI during development. All such assets were reviewed, curated, and integrated by the developer. The game does not generate AI content during gameplay and does not use live external AI services.
Generative AI tools are used solely to create certain pre-generated game content and marketing materials (including images, video advertisements, and narrative elements). In addition, AI-assisted tools may be used to support customer service operations, subject to appropriate oversight and quality controls. All AI-assisted content undergoes human review, editing, and approval prior to publication. No live or real-time AI generation occurs during gameplay, and users are not able to prompt or otherwise interact with any AI systems to generate content. Certain materials produced by third-party vendors may incorporate AI-assisted tools; however, all such materials are pre-rendered and subject to human review and approval prior to release.
This game uses generative AI to assist with parts of the asset creation process, including store/promotional images, background music assets, initial drafts/variations of the game logo, and the generation or AI-assisted creation of some in-game material textures. All such content is reviewed, curated, edited, and integrated by the developer before being used in the game.
This game does not use generative AI for gameplay, dialogue, environments, or player-facing content. A generative AI tool was used to create small pieces of non-interactive promotional artwork. All in-game assets, systems, and content are created by the developer or licensed from third-party creators.
During the dialogue sequences, the characters avatar representations have been created using AI image generation tools based on original 3D images of the in-game models
AI tools were used to support early concept exploration and visual ideation during development.
Artificial intelligence tools were used during development to assist with the creation and processing of audio content, such as sound effects and voice variations.
Generative AI tools were used to assist with the enhancement of certain promotional images, store page artwork, and place holder UI promotional content including lighting, color grading, atmospheric effects, and visual cleanup.
The game's models, environments, gameplay systems, animations, and other in-game content are created by the developer. The game does not use live-generated AI during gameplay.
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.
American Gold Rush uses limited AI-generated art in a small number of places, all of it pre-generated during development. No AI is used while you play, and nothing about the game changes at runtime.
AI-generated: the title artwork, some background pieces like the sky.
Not AI-generated: all pixel art, all sound effects, all music, all game code and all writing. These are human-made, by named people paid for the work.
Generative AI tools were used in the creation of some visual assets in the game. Some generated artwork was used directly after review, while other generated artwork was edited, modified, or used as a starting point for final assets.
During development, generative AI was used to create or edit selected 2D character and environment art, UI elements and icons, VFX and animation assets, English and Simplified Chinese character voices, and store marketing artwork. It was also used in the production of the opening cinematic and its audio. All generated content was reviewed and edited, composited, or post-processed by the development team as appropriate. The game does not use generative AI at runtime and does not generate content in response to player input.
Some of this game's artwork (including store capsules and background art) was created with the help of generative AI image tools. All AI-assisted content was reviewed, edited, and curated by the developer. The game generates no AI content at runtime; opponent behavior uses traditional, hand-authored game logic
Generative AI tools were used during development to assist in creating pre-rendered 2D artwork and graphical assets (including cowboy character portraits and background visuals), as well as generating select background music tracks for the game.
Some of the content in this game was created using generative AI tools - this includes converting to seamless textures, some visual elements, localization (interface translations), as well as some sound effects and music. All AI-generated materials have been reviewed, edited and adapted by the game's creators.
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.
Johnny Jagung uses generative AI across much of its content. The visual art (character, enemy, boss, and UI artwork), music, sound effects, in-game text, and Indonesian translation were all created with the help of generative AI tools, then reviewed, curated, and assembled into the game by the developer — for instance, character art is hand-edited, composited, and animated from generated source images. All AI-generated content is created during development; the game does not generate anything live while you play.
A limited amount of generative AI was used to assist with creating some decorative in-game poster artwork. The game's environments, level design, gameplay mechanics, and overall world-building were handcrafted by the developer.
This game was made by 1 person, with the help of AI for the art, coding, sound, story, you name it. This was a lot of work for me the human though, this was not a few prompts, this was many different systems and custom work pipelines I designed completely myself. It took a long time and a huge amount of effort.
Salt and Soil uses generative AI during gameplay to create some Annual Family Council narrative text and structured choice outcomes based on the current campaign state. Generated council content is constrained by the game’s historical setting, family data, localization rules, and gameplay schema, then validated before it is shown to the player.
The visuals in The Shadows of Dry Creek (illustrations and scenes) were generated using generative artificial intelligence tools, then curated and integrated within a consistent art direction aligned with the game’s universe. Some elements may have been manually adjusted or refined to ensure they fit the intended narrative experience.
This game uses AI-generated content solely for the creation of artificial voices in which voices where either generated with text-to-speech software or AI-generated voices were applied on top of human-recorded voice actors and actresses.
Generative AI tools were used to create some images and cutscene artwork. All AI-generated content was reviewed, edited, and integrated by the development team.
This game uses generative AI tools in a limited capacity:
🎨 Marketing & Concept Materials: Some marketing materials, store page assets, and early concept visuals were created or refined using generative AI tools during development.
All AI-assisted content was reviewed, edited, and approved by the development team before publication.
This game uses pre-generated visual assets, including images and cinematic sequences created with external tools. These assets are used for environmental storytelling and menu presentation, and do not involve real-time AI generation.
Certain pre-generated visual assets in the game and store materials, such as some icons and background artwork, were created with the assistance of generative AI during development. All such assets were reviewed, curated, and integrated by the developer. The game does not generate AI content during gameplay and does not use live external AI services.
Generative AI tools are used solely to create certain pre-generated game content and marketing materials (including images, video advertisements, and narrative elements). In addition, AI-assisted tools may be used to support customer service operations, subject to appropriate oversight and quality controls. All AI-assisted content undergoes human review, editing, and approval prior to publication. No live or real-time AI generation occurs during gameplay, and users are not able to prompt or otherwise interact with any AI systems to generate content. Certain materials produced by third-party vendors may incorporate AI-assisted tools; however, all such materials are pre-rendered and subject to human review and approval prior to release.
This game uses generative AI to assist with parts of the asset creation process, including store/promotional images, background music assets, initial drafts/variations of the game logo, and the generation or AI-assisted creation of some in-game material textures. All such content is reviewed, curated, edited, and integrated by the developer before being used in the game.
This game does not use generative AI for gameplay, dialogue, environments, or player-facing content. A generative AI tool was used to create small pieces of non-interactive promotional artwork. All in-game assets, systems, and content are created by the developer or licensed from third-party creators.
During the dialogue sequences, the characters avatar representations have been created using AI image generation tools based on original 3D images of the in-game models
AI tools were used to support early concept exploration and visual ideation during development.
Artificial intelligence tools were used during development to assist with the creation and processing of audio content, such as sound effects and voice variations.