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January 29, 2026

This game is Pokémon if the creatures were made with AI – here’s why that’s not as bad as you think



Games designed around AI are no longer a future problem hovering in the periphery. They’re here, they’re playable, I’ve seen one, and they’re starting to show intent. Bobium Brawlers, Studio Atelico’s debut iOS game, is one of the first I’ve seen that’s unashamedly AI-first, where players create content from prompts, and that alone makes it feel oddly brave.

This isn’t a tech demo hiding behind buzzwords, but it’s also not a AAA blockbuster trying to smuggle AI into a familiar formula. It’s a small, mobile PvP game built to prove a point: that a game with generative AI at its heart can actually work. In doing so, it hints, quietly, at what comes next. (Read how artists are actually using AI in workflows for more.)

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Creature cards are generated from text prompts, including abilities, stats and attacks. (Image credit: Studio Atelico)

issues surrounding AI and its ethical use naturally came up repeatedly during the demo. CEO and co-founder Piero Molino was refreshingly blunt about why AI has become such a flashpoint. “What people are opposed to is not actually AI,” he argued, “but the exploitation of people.” The point didn’t feel defensive so much as corrective: players aren’t angry about tools, they’re angry about how those tools have been used. Or at least where the AI tools have come from and why jobs are being removed from game development.

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To Atelico’s credit, the studio has backed up its ‘ethica AI use’. As mentioned, the studio has hired real human artists to define and maintain the game’s core style, but also revealed to me that those artists are paid royalties on the generations their work enables. That doesn’t magically solve the wider industry problem, but it does show an awareness that’s often missing from AI-driven pitches.

What Bodium Brawlers does show, is gen AI can be used in game design. (Image credit: Studio Atelico)

Apple’s Neural Engine, rather than relying on expensive cloud infrastructure. It’s efficient, scalable, and quietly sensible, not the kind of detail that excites players, but exactly the kind that determines whether this approach survives in the longrun, particularly as costs, both financial and ecological, are rising with greater AI use.

The upshot is that Bobium Brawlers isn’t especially new as a game. Strip away the AI generation layer, and you’ve seen this idea before. But that layer matters. Its character creation system feels like a real-world use of AI that supports game design, one that, while functionally a randomised character creator on steroids, has the cachet of being truly unlimited.

This isn’t the fully formed future of games. It’s a glimpse, albeit imperfect, constrained, and cautious, of how AI might sit inside game design without flattening it. If Bobium Brawlers snowballs into something bigger, it won’t be because of its card battles; it’ll be because it treated AI less like a spectacle and more like a feature, a tool that players can actually have fun with.

Visit Studio Atelico for more on the team’s ‘Atelico AI Engine’.



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