AI Usage Disclosure
Luna: Obscura is my creative vision (Sosoros). I designed and built the game's world, levels, creatures, and visual identity over two years. ANORMIC joined in the final year to handle programming and sound design. Cover art: The key art combines in-engine 3D renders, AI-assisted generation trained exclusively on my own handmade artworks and 3D sculpts, and extensive manual overpaint and compositing in Photoshop. Cinematic sequences: Most in-game sequences were produced using AI generation with direct in-engine screenshots as the visual reference base. I'm not an animator — producing these any other way would have been outside the scope of what we could do as a two-person project during this time period with the skill set that we currently have. I hope the results speak for themselves. One puzzle level: A single level deliberately incorporates AI-generated imagery as part of its mechanical design. Sound effects & enemy audio: The vast majority of audio was composed and engineered by ANORMIC. For the game's altered human enemies ( lunatics whose minds have been overtaken ) we made a deliberate artistic choice to use AI-generated vocal sounds. The result is audio that feels disturbingly human but remains completely incomprehensible, giving them an eerie, extraterrestrial psychological presence. AI voice sits in an uncanny valley . This was a creative decision, not a compromise. AI also filled a small number of additional incidental sound effects. Remaining environmental assets were licensed through the Unreal Engine Marketplace. Everything else: the levels, the creatures, the paintings, the world, are human made. Looking forward: My goal for future projects is to scope the work to a scale where every visual and every sound can be built entirely by hand. No AI generated art, sequence or sound/music in the end product. Just the work. A note from the artist: As creators whose own work potentially has been scraped and used to train generative AI models without consent, we understand the weight of this disclosure more than most. Luna: Obscura sits at a transitional moment for independent artists navigating impossible production scopes. We made honest decisions, we're being transparent about every one of them, and we stand proudly behind the result. While these tools allowed us to achieve the uncanny audio and scale we envisioned for this specific project, our ultimate goal as studio purists is to scale future projects so they can be built entirely by hand. That is the future we are building toward.
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