Disclosure Analysis
AI coding tools assisted in modernizing the engine and gameplay code, and AI-generated marketing materials were used for trailers and store page; no runtime AI content is disclosed.
Where AI appears
AI-made content in the game
Development workflow
Code help
Content mentioned
Code Art
Method disclosed
Assisted work
Evidence
The game itself contains no generative AI content at runtime
Auto-classified from the public disclosure. Raw disclosure remains the source of truth.
AI Usage Disclosure
WinBolo's core engine and gameplay code was originally written by John Morrison between 1998 and 2008. The 2.0 modernization — including build system updates, the networking rewrite and platform ports — was developed with assistance from AI coding tools, with all architectural decisions, code review, and final integration handled by John Morrison. Some non-gameplay marketing materials — including images and video elements used in trailers, social media, and the store page — were created using AI image generation as a starting point, with composition, editing, effects, and final selection done by hand. Gameplay screenshots and video footage are unedited captures from the actual game. The game itself contains no generative AI content at runtime. Player-facing in-game assets (graphics, sound, music, text, UI) are human-created. The in-game AI opponents ("Brains," including NewAutopilot and future ML-trained agents) use traditional game AI techniques and trained reinforcement-learning models — they don't generate text, images, or audio during play.
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