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Using AI-generated 3D assets on Steam: what to disclose
What Steam's content survey asks about AI, the difference between pre-generated and live-generated content, and how to record your asset sources.
3 min read

Quick answer
Do you have to disclose AI-generated 3D assets on Steam?
Yes. Steam's Content Survey has a Generative AI section where developers describe AI used to make content that ships with the game and is consumed by players, including 3D models and textures. Steam calls this Pre-Generated content and reviews it like other content. Games that generate content while running must also describe their guardrails.
What Steam asks
When you set up a game on Steamworks, you fill in a Content Survey. Steam's documentation describes a Generative AI section in that survey, and it splits AI use into two kinds (Steamworks: Content Survey):
- Pre-Generated: content created with the help of AI tools during development. Steam's wording is "any kind of content that ships with your game and is consumed by players". Steam says it reviews this content the same way as non-AI content.
- Live-Generated: content created by AI while the game is running. Here, Steam also asks you to tell it "what kind of guardrails you're putting on your AI".
AI-generated 3D models and textures made in a tool like Vi3W and shipped in your build fall under Pre-Generated.
This is a summary of public documentation as of October 2026, not legal advice. Steam updates its policies; read the current page before you submit.
What counts
Shipped, player-facing content is the focus. For a 3D game, that typically includes:
- 3D models generated by AI, even if you edited them afterwards.
- Textures and materials generated by AI.
- Concept images generated by AI only if they appear in the game (in a gallery, a loading screen, the store page).
Tools used purely internally that don't produce shipped content, such as an AI assistant helping you write code, are a different matter. Read Steam's current wording for where it draws the line, and describe your use honestly when in doubt.
How to describe it
Steam's survey asks you to describe your AI use. Useful details:
- Which assets (or what proportion): "background props and environment clutter; the main characters were modelled by hand".
- Which tools: the generator(s) used.
- How they were used: "generated from our own concept sketches, then edited and re-textured by our artist".
- What you did to make sure the content is yours to use: for example, inputs were your own sketches, not copyrighted characters.
The store page shows a summary of your disclosure to players, so write it in plain language.
Keep an asset log from day one
The easiest way to answer accurately is to keep a log while you build. A simple spreadsheet works:
- Asset name and file path
- Source: hand-made, generated, store-bought, free pack
- Tool and model used (for generated assets)
- Input: own sketch, own photo, prompt
- Licence (for packs) and attribution text
- Date
Generated assets in Vi3W start from your own sketch, photo or prompt, and the input is worth recording, because "generated from our own concept art" is a meaningful description.
The same log covers free and paid packs too. Can I use free assets in my game? explains licence records.
Other platforms
Rules differ by platform, and they change. Roblox, for example, has its own position; see are AI models allowed on Roblox?. Console stores and mobile stores have their own submission processes. Check each store you release on; the game development use case says the same.
Rights and inputs
Disclosure is only half of it. Make sure you have the right to use what you generate: check the generator's terms of service for ownership and commercial use, and don't prompt with trademarked characters, brands or real people's likenesses. Using your own sketches and photos as inputs is the cleanest route.
Building a Steam game with generated props? Make them from your own sketches in Vi3W, and log each one as you go.
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