Indexed August 11, 2026
View on Steam Disclosure Analysis
Generative AI tools were used to produce raw materials for in-game artwork and audio, which were then manually processed into final assets.
Where AI appears
AI-made content in the game
Development workflow
Code help Asset processing
Content mentioned
Art Audio Code
Method disclosed
Generated content Assisted work Edited content
Evidence
Art. Character, boss and background artwork, and the source frames the animations are built from, were produced with generative image and video tools
Auto-classified from the public disclosure. Raw disclosure remains the source of truth.
AI Usage Disclosure
Wizard Disaster was made by a solo developer, using generative AI tools as part of the production pipeline. Art. Character, boss and background artwork, and the source frames the animations are built from, were produced with generative image and video tools. Everything was then cut, keyed, aligned, retimed and composited by hand into the sheets the game actually plays. The generated output is the raw material, not the finished asset. Concept passes were made the same way. Audio. The music and most of the sound effects were generated with Suno, then trimmed, pitched, levelled and fitted to the length of the action each one accompanies. Not all of the audio is generated: a number of the effects are synthesised procedurally in code from a 1930s orchestra-pit palette, and the wizard's own voice (his cries and shouts) are human recordings. Code. Generative AI was used as a programming assistant during development, and to build and run the automated test harnesses that measure boss pacing, damage output and medal times. Those harnesses are development-only tooling and are not part of the shipped game. The game contains no live-generated AI content. Nothing is generated while you play, and the game makes no network or AI service calls at runtime.
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