GameDB AI label
AI in 6 of 8 areas- In-game AINot used
- CodeNot stated
- ArtCore
- Music & SFXCore
- VoiceCore
- WritingPartial
- TranslationPartial
- MarketingPartial
Most game pictures were made with AI image generation; depth maps for slight portrait and building movement were made from those pictures.
AI generated the sound effects, creature sounds and town ambience; the developer made all music with an AI music generator. Some weather sounds came from a licensed library.
AI generated the party's combat voices and the opening narration.
Some in-game text, including help pages and item descriptions, was drafted with AI and edited by the developer.
Some localization drafts were created with AI.
The store capsule art is composed from AI-generated portraits and the game's emblem.
- Not used, per the developer
- In-game AI
- Not mentioned
- Code
Read the full disclosureQuoted from the Steam store page
Most of the game's pictures were generated with OpenAI image models during development, then cut out, framed and finished with the developer's own tools. That covers the character and monster portraits, item icons, town buildings and interiors, dungeon wall and floor textures, combat backdrops, story scenes and the game's emblem. The depth maps that give portraits and buildings their slight movement were made from those pictures with the Depth Anything model. The 3D buildings, the plaster and glass textures and the status icons were made with the developer's own scripts.
The sound effects, creature sounds, town ambience, the party's combat voices and the opening narration were generated with ElevenLabs. The rain, wind and thunder come from a licensed sound library. All of the music was made by the developer with Stable Audio.
Some in-game text, such as the help pages and item descriptions, was drafted with an AI writing assistant and edited by the developer.
The store capsule art is composed from the generated portraits and emblem. Nothing is generated while the game runs.


A Tale of Light



