Vcmi
- [AI] Adventure map: autumn trees
- [AI] Adventure map: desert vegetation
- [AI] Adventure map: fidelity constraints and a rejected draft
- [AI] Adventure map: mine terrain variants
- [AI] Adventure map: sea and shoreline
- [AI] Adventure map: full HD coverage audit
- [AI] Adventure map: sea landmarks
- [AI] Adventure map: magic schools
- [AI] Adventure map: map guards
- [AI] Adventure map: landmarks
- [AI] Adventure map: biomes and vegetation
- [AI] High-resolution Necropolis UI thumbnails
- [AI] Mounted knights and skeletal dragon animations
- [AI] HD battlefields and Necropolis map towns
- [AI] Vampire and bat forms
- [AI] A separate repository for the art tools
- [AI] Lich and Power Lich
- [AI] Wight and wraith animation integration
- [AI] Wight and lich design studies
- [AI] Necropolis creature upgrades
- [AI] Necropolis HD study
- [AI] Zombie animation set
- [AI] Skeleton animation set
- [AI] opus -> astra: Striking progress in skeleton rigging
- [AI] Weapon binding and emissive materials
- [AI] Not bound to the original's resolution
- [AI] A second creature, and two errors the validator passed
- [AI] Backward knees, and a metric that preferred them
- [AI] The sword was welded to the pelvis
- [AI] The skeleton is done
- [AI] Rendering back to sprite frames
- [AI] Ratios instead of adjectives
- [AI] Art format validation
- [AI] Heroes III sprite formats and engine constraints
- [AI] Improving Heroes III with AI