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
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.
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.
Generative AI tools were used in the creation of certain art assets, audio materials and descriptive text during game development. All AI-generated content has been manually reviewed, edited and integrated by the developer. No new content is dynamically generated by AI while the game is running.
The game's design, rules, simulation, scenarios, and text are all authored by people. Some event background illustrations and background music were produced with generative tools run in-house by the development team, and every asset was then accepted or rejected by a human. The game does not generate any content while it runs.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
Programming: AI tools (Cursor) were utilized to assist with drafting partial code blocks and isolated scripts. The overall core logic, architecture, and system design were manually programmed by the developer.
Art Assets: An AI image generator (PixelLab) was used to help conceptualize and generate some of the pixel art assets. These assets were manually reviewed and integrated to fit the game's retro aesthetic.
Localization / Translation: AI translation tools were used to assist in translating in-game text and store page descriptions into multiple languages.
The developer used generative AI as a tool during development. Store page and marketing copy was drafted with an AI writing assistant and edited by the developer. All artwork, logos, and screenshots are human-created or captured from real gameplay. The game does not use generative AI to create any content live during play all in-game text, events, and outcomes come from the developer's own hand-authored, deterministic systems. All AI-assisted content is reviewed by the developer before release.
I used AI for some of the voice acting in the game. The selected voice models were shared by their respective voice actors through ElevenLabs.
There are propaganda posters in the game made with the help of AI.
This game uses generative AI during development to assist with selected visual and written content, such as concept art, placeholder materials, localization drafts, and marketing assets. All content included in the game and store materials is reviewed, edited, and approved by the development team before publication.
Command Doctrine uses generative AI to create some of the content you play. When you generate a scenario or a campaign, an AI model produces the map, the opposing forces, the objectives, and the written mission briefing from your prompt. AI is also used to write narrative battle reports, to create the images that accompany them, and to interpret the natural-language orders you give your units. This content is generated live by third-party AI services. We apply content moderation and input filtering to guard against inappropriate or unsafe output.
Generative AI technology was used to create high-quality voice-overs for the game's characters. This allowed this independent project to feature full voice acting, providing a more immersive narrative experience and bringing the historical journey of Wojtek the Bear to life. All AI-generated audio assets are pre-rendered and have been manually reviewed and edited to ensure high quality and consistency with the game's emotional tone.
Certain visual assets used in the game were created or modified with the assistance of generative AI tools. These assets include some promotional artwork, icons, textures, and cosmetic images. All AI-generated content was reviewed and edited by the developer before inclusion in the game. No AI-generated content is produced during gameplay.
AI assisted assets and text are developer edited. The core game is playable without AI. Optional advisor commentary can use local Ollama or Anthropic only if the player enables it and provides their own key.
Generative AI Disclosure:
This game utilized generative AI technologies during its development in the following ways:
Visual Assets: Certain UI elements, character models, environmental decorations, and icons were created with the assistance of AI generation or post-processing. All AI-generated assets have undergone extensive manual modification, refinement, and strict quality control to ensure they align with the game's overall visual style. In fact, the development of visual assets accounted for more than half of the total development time of this game.
Generative AI tools were used during development for portions of the game's code, visuals, and audio. All outputs were reviewed and edited by the developer.
Generative AI assists in the development of certain base Gaussian-splatted object meshes and is also used as the basis for some interface images and portions of documentation text used in the product. These AI-assisted elements are further reviewed, selected, and integrated into the final game content as part of the development process.
In the interest of transparency, illustrations were created with the help of AI-assisted tools, used as creative support within a human-led artistic process.
Only used strictly as a foundational tool to assist in creating base concepts for certain 2D sprites and background textures. Every AI-assisted asset was heavily modified, color-corrected, and manually integrated to fit the retro aesthetic.
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
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.
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.
Generative AI tools were used in the creation of certain art assets, audio materials and descriptive text during game development. All AI-generated content has been manually reviewed, edited and integrated by the developer. No new content is dynamically generated by AI while the game is running.
The game's design, rules, simulation, scenarios, and text are all authored by people. Some event background illustrations and background music were produced with generative tools run in-house by the development team, and every asset was then accepted or rejected by a human. The game does not generate any content while it runs.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
Programming: AI tools (Cursor) were utilized to assist with drafting partial code blocks and isolated scripts. The overall core logic, architecture, and system design were manually programmed by the developer.
Art Assets: An AI image generator (PixelLab) was used to help conceptualize and generate some of the pixel art assets. These assets were manually reviewed and integrated to fit the game's retro aesthetic.
Localization / Translation: AI translation tools were used to assist in translating in-game text and store page descriptions into multiple languages.
The developer used generative AI as a tool during development. Store page and marketing copy was drafted with an AI writing assistant and edited by the developer. All artwork, logos, and screenshots are human-created or captured from real gameplay. The game does not use generative AI to create any content live during play all in-game text, events, and outcomes come from the developer's own hand-authored, deterministic systems. All AI-assisted content is reviewed by the developer before release.
I used AI for some of the voice acting in the game. The selected voice models were shared by their respective voice actors through ElevenLabs.
There are propaganda posters in the game made with the help of AI.
This game uses generative AI during development to assist with selected visual and written content, such as concept art, placeholder materials, localization drafts, and marketing assets. All content included in the game and store materials is reviewed, edited, and approved by the development team before publication.
Command Doctrine uses generative AI to create some of the content you play. When you generate a scenario or a campaign, an AI model produces the map, the opposing forces, the objectives, and the written mission briefing from your prompt. AI is also used to write narrative battle reports, to create the images that accompany them, and to interpret the natural-language orders you give your units. This content is generated live by third-party AI services. We apply content moderation and input filtering to guard against inappropriate or unsafe output.
Generative AI technology was used to create high-quality voice-overs for the game's characters. This allowed this independent project to feature full voice acting, providing a more immersive narrative experience and bringing the historical journey of Wojtek the Bear to life. All AI-generated audio assets are pre-rendered and have been manually reviewed and edited to ensure high quality and consistency with the game's emotional tone.
Certain visual assets used in the game were created or modified with the assistance of generative AI tools. These assets include some promotional artwork, icons, textures, and cosmetic images. All AI-generated content was reviewed and edited by the developer before inclusion in the game. No AI-generated content is produced during gameplay.
AI assisted assets and text are developer edited. The core game is playable without AI. Optional advisor commentary can use local Ollama or Anthropic only if the player enables it and provides their own key.
Generative AI Disclosure:
This game utilized generative AI technologies during its development in the following ways:
Visual Assets: Certain UI elements, character models, environmental decorations, and icons were created with the assistance of AI generation or post-processing. All AI-generated assets have undergone extensive manual modification, refinement, and strict quality control to ensure they align with the game's overall visual style. In fact, the development of visual assets accounted for more than half of the total development time of this game.
Generative AI tools were used during development for portions of the game's code, visuals, and audio. All outputs were reviewed and edited by the developer.
Generative AI assists in the development of certain base Gaussian-splatted object meshes and is also used as the basis for some interface images and portions of documentation text used in the product. These AI-assisted elements are further reviewed, selected, and integrated into the final game content as part of the development process.
In the interest of transparency, illustrations were created with the help of AI-assisted tools, used as creative support within a human-led artistic process.
Only used strictly as a foundational tool to assist in creating base concepts for certain 2D sprites and background textures. Every AI-assisted asset was heavily modified, color-corrected, and manually integrated to fit the retro aesthetic.