Skip to content
Renegades Vault

Development transparency // Public statement

How AI is used in Renegades Vault

I'm Drako, the developer of Renegades Vault. I started this project on my own with limited time and money. I want to be clear about where I have used AI, what I am changing, and what that means for the game.

Developer
Drako
Project stage
Playable public alpha
Statement updated
July 19, 2026

The direct answer

Yes, AI has been used

I use AI-generated artwork for locations and events. Some earlier character artwork was also AI-generated, but I began replacing those character images with 3D models in April 2026. I plan to keep the location and event illustrations because I like their quality and believe they fit the game.

Player-facing artwork

From generated images to custom 3D

With 3D models, I have much more control over how each character looks. I can keep their appearance consistent and control their poses, lighting, and future animations. I am still working through this change, so you may see older or placeholder images during the alpha.

Location and event artwork

Artwork I plan to keep

The location and event illustrations also use AI-generated artwork. I like their style and quality, and I think they fit the world of Renegades Vault. Replacing all of them with commissioned alternatives would take a significant part of the project's limited budget. Right now, I believe that money will improve the game more when it is spent on programming, the 3D character pipeline, audio, testing, assets, and other production costs. I have no current plan to replace images that already work well simply because AI was used to make them.

Development assistance

Making the project possible in the time I have

I develop Renegades Vault alongside a full-time job. I do not have the time or resources of a full development studio. Without tools that speed up programming, debugging, research, and drafting, a project of this scope would take far longer to build.

AI helps me use the limited development time I have more effectively while still balancing my job and the rest of my life. I review and revise the work before it goes into the project. I still decide what the game should be, what gets included, and when a build is ready. The final responsibility is mine.

Labeled examples

What this looks like in the game

These examples show the difference between the older character artwork, the current 3D character direction, and the location artwork that I plan to keep using.

Earlier AI-generated character artwork for Vex the Crier

Earlier character artwork

AI-generated character image. This type of character artwork is being replaced over time.

Current 3D character model for Kyra

Current character direction

A 3D character model built for consistent posing, lighting, and future animation.

AI-generated location artwork showing Dustmere Rest

Location artwork

AI-generated Dustmere Rest artwork. I believe this style suits the game and plan to keep using it.

The commitment going forward

  • I will be open about important uses of AI in artwork or other content that players see.
  • I will keep replacing the older generated character images with custom 3D work.
  • I will keep using location and event artwork that I believe already works well.
  • I will review and revise AI-assisted work before it becomes part of the project.
  • I will update this page if the way I use AI changes in an important way.

Verify the work

Follow the playable project

You can see the project's progress directly through the free Windows alpha, the public release history, and the development roadmap.