Generative AI was used to assist with creating some placeholder and promotional artwork during development. All game design, programming decisions, gameplay systems, and final content were reviewed and curated by the developer.
We want to be transparent with our players.
It is possible that AI-assisted tools were used at some early stages of development, such as brainstorming, concept exploration, or helping us evaluate clarity of certain narrative elements.
Some audio assets used in the game were sourced from licensed third-party libraries and marketplaces (such as Envato), and are used under proper commercial licenses.
At the current stage of development, voice acting is generated using AI-based tools as a temporary solution. We are actively planning to replace it with professional human voice acting in future updates.
All final gameplay experience and core content are assembled, designed, and produced by our development team.
This game was developed by a solo developer with the assistance of generative AI tools in areas including programming logic, visual asset creation, and music and sound effects. Not all content was AI-generated — game design, mechanics, systems, level structure, and overall creative direction were conceived and built by the developer. All AI-assisted content was curated, directed, and refined to serve the game's creative vision.
Generative AI tools may be used during the development and marketing of WBS26 to assist with concept art, promotional images, placeholder visual materials, character portraits, text editing, localization support, and production workflow.
Some character portraits or visual assets may be created or assisted by generative AI tools and then reviewed, selected, and edited by the developer before being included in the game.
The game does not use generative AI to create gameplay content in real time for the player. AI-assisted materials are reviewed and edited by the developer before being included in the game or on the Steam store page.
Territory Titans: Booking Wars contains some pre-generated content created with the assistance of generative AI tools during development. AI-assisted tools were used to help create portions of promotional artwork, visual assets, and concept materials. All AI-generated content was reviewed, edited, and curated by the developer before inclusion in the game or store materials. The game does not use live AI generation during gameplay and does not generate content for players in real time.
Some UI icons, character and creature sprites, and other in-game graphics in Submission Saga were created with the assistance of generative AI image tools (including Pixellab.ai), and portions of the store page text were drafted with AI writing assistance. Portions of the game's source code were also written with the assistance of an AI coding assistant. All AI-generated content was reviewed, edited, and curated by the developer before inclusion. No AI is used to generate content live during gameplay.
This game uses pre-generated AI-assisted artwork for fictional wrestling logos and selected Steam store/marketing assets. These assets were created as fictional branding for the game and reviewed/edited by the developer before use.
The game does not use live generative AI during gameplay.
This game uses pre-rendered AI-generated artwork for character portraits, UI backgrounds, and event venues. All AI-generated assets have been reviewed and curated to fit the game's theme.
As an assistive measure, AI has been implemented into our code practices throughout early development. This includes the use of specialist AI models to assist with code reviews, optimisation and minor troubleshooting and bug fixes. Whilst AI has been used in this way, this in no way compromises or risks the quality of any features, content or security, and all code is ultimately reviewed by a human.
Ridiculous Games employs artists, designers and programmers to make our games. We used generative AI to help create this game. It's part of what lets a small team build a game like this. We believe in being transparent about the tools we use, but they're only tools. Every part of this game is reviewed, refined, and curated by our team to meet our creative vision and quality standards, and we hope you'll enjoy the game for the experience it delivers.
- 1 of the 8 optional title themes is alleged to have used AI - even though the band insists otherwise, offered up the track a year before this project existed, and refused any payment for doing so. You can interrogate them on the matter here:
https://www.bandlab.com/track/390bf936d0be49dda14dd68c125d500f_2a98d8102c85406ab4e8fdfbfe0cbda5
Had I used AI myself, I like to think I'd take the opportunity to produce something more relevant than muttering "there are people who will never change" on a loop. I bought the rights to the other 7 themes in 2016, so it's unthinkable they used AI.
- I invested tens of thousands of dollars in professional assets from the Unity Asset Store - most of which again pre-date AI, or otherwise give assurances that it was not used.
- The "Infinite Lives" logo dates back to the iOS release of 2017, where using AI would have put a terrible strain on the space-time continuum.
- AI helped to depict the zombie fist in more of a comic book style and then upscale it to a higher resolution. The intention was to create an "other-worldly" art style that is deliberately distinct from the developer's own 2D or 3D. There was supposed to be a new cover every month like a real comic series.
- AI helped to construct a legal argument for the release of a customizable superhero sim, citing precedents and loopholes that the developer was not familiar with.
- My accountant may have used a calculator to calculate how much money we lost by releasing 2 games for the price of 1.
The game is using AI for rendering concept art, backgrounds and assets for marketing, In game we are using AI to render examples for how the cubes can be skinned to provide players with the ability to express and customize themselves in the game. We also used AI for some mockups of UI in the game.
AI Voice changing software was used for voice overs to change the voice actors voice into character voices.
Character portraits were drafted by AI and repainted/remastered by an artist.
AI was used to generate the images of the characters in the default in-game database. There is also a 100% optional, opt-in only AI Chatbot assistant that can help provide booking ideas.
Generative AI was used to assist with creating some placeholder and promotional artwork during development. All game design, programming decisions, gameplay systems, and final content were reviewed and curated by the developer.
We want to be transparent with our players.
It is possible that AI-assisted tools were used at some early stages of development, such as brainstorming, concept exploration, or helping us evaluate clarity of certain narrative elements.
Some audio assets used in the game were sourced from licensed third-party libraries and marketplaces (such as Envato), and are used under proper commercial licenses.
At the current stage of development, voice acting is generated using AI-based tools as a temporary solution. We are actively planning to replace it with professional human voice acting in future updates.
All final gameplay experience and core content are assembled, designed, and produced by our development team.
This game was developed by a solo developer with the assistance of generative AI tools in areas including programming logic, visual asset creation, and music and sound effects. Not all content was AI-generated — game design, mechanics, systems, level structure, and overall creative direction were conceived and built by the developer. All AI-assisted content was curated, directed, and refined to serve the game's creative vision.
Generative AI tools may be used during the development and marketing of WBS26 to assist with concept art, promotional images, placeholder visual materials, character portraits, text editing, localization support, and production workflow.
Some character portraits or visual assets may be created or assisted by generative AI tools and then reviewed, selected, and edited by the developer before being included in the game.
The game does not use generative AI to create gameplay content in real time for the player. AI-assisted materials are reviewed and edited by the developer before being included in the game or on the Steam store page.
Territory Titans: Booking Wars contains some pre-generated content created with the assistance of generative AI tools during development. AI-assisted tools were used to help create portions of promotional artwork, visual assets, and concept materials. All AI-generated content was reviewed, edited, and curated by the developer before inclusion in the game or store materials. The game does not use live AI generation during gameplay and does not generate content for players in real time.
Some UI icons, character and creature sprites, and other in-game graphics in Submission Saga were created with the assistance of generative AI image tools (including Pixellab.ai), and portions of the store page text were drafted with AI writing assistance. Portions of the game's source code were also written with the assistance of an AI coding assistant. All AI-generated content was reviewed, edited, and curated by the developer before inclusion. No AI is used to generate content live during gameplay.
This game uses pre-generated AI-assisted artwork for fictional wrestling logos and selected Steam store/marketing assets. These assets were created as fictional branding for the game and reviewed/edited by the developer before use.
The game does not use live generative AI during gameplay.
This game uses pre-rendered AI-generated artwork for character portraits, UI backgrounds, and event venues. All AI-generated assets have been reviewed and curated to fit the game's theme.
As an assistive measure, AI has been implemented into our code practices throughout early development. This includes the use of specialist AI models to assist with code reviews, optimisation and minor troubleshooting and bug fixes. Whilst AI has been used in this way, this in no way compromises or risks the quality of any features, content or security, and all code is ultimately reviewed by a human.
Ridiculous Games employs artists, designers and programmers to make our games. We used generative AI to help create this game. It's part of what lets a small team build a game like this. We believe in being transparent about the tools we use, but they're only tools. Every part of this game is reviewed, refined, and curated by our team to meet our creative vision and quality standards, and we hope you'll enjoy the game for the experience it delivers.
- 1 of the 8 optional title themes is alleged to have used AI - even though the band insists otherwise, offered up the track a year before this project existed, and refused any payment for doing so. You can interrogate them on the matter here:
https://www.bandlab.com/track/390bf936d0be49dda14dd68c125d500f_2a98d8102c85406ab4e8fdfbfe0cbda5
Had I used AI myself, I like to think I'd take the opportunity to produce something more relevant than muttering "there are people who will never change" on a loop. I bought the rights to the other 7 themes in 2016, so it's unthinkable they used AI.
- I invested tens of thousands of dollars in professional assets from the Unity Asset Store - most of which again pre-date AI, or otherwise give assurances that it was not used.
- The "Infinite Lives" logo dates back to the iOS release of 2017, where using AI would have put a terrible strain on the space-time continuum.
- AI helped to depict the zombie fist in more of a comic book style and then upscale it to a higher resolution. The intention was to create an "other-worldly" art style that is deliberately distinct from the developer's own 2D or 3D. There was supposed to be a new cover every month like a real comic series.
- AI helped to construct a legal argument for the release of a customizable superhero sim, citing precedents and loopholes that the developer was not familiar with.
- My accountant may have used a calculator to calculate how much money we lost by releasing 2 games for the price of 1.
The game is using AI for rendering concept art, backgrounds and assets for marketing, In game we are using AI to render examples for how the cubes can be skinned to provide players with the ability to express and customize themselves in the game. We also used AI for some mockups of UI in the game.
AI Voice changing software was used for voice overs to change the voice actors voice into character voices.
Character portraits were drafted by AI and repainted/remastered by an artist.
AI was used to generate the images of the characters in the default in-game database. There is also a 100% optional, opt-in only AI Chatbot assistant that can help provide booking ideas.