Is a game ai made, because the assets are ai made? No, of course not.
Are you making some sort of weird distinction between “ai made” and “ai assisted”? Because that’s quite literally what AI disclosure is about. If an AI made, or in some way contributed to, the graphics, then the graphics (and by extension the game) are AI-assisted. If an AI made, or in some way contributed to, the sounds, then the sounds (and by extension the game) are AI-assisted. If an AI made, or in some way contributed to, the text, then the text (and by extension the game) is AI-assisted. If an AI made, or in some way contributed to, any other asset, then that asset (and by extension the game) is AI-assisted. And distinct from that, if the AI made, or contributed to, any code in the game, then the code (and by extension the game) is AI-assisted.
And in the end it’s all “assisted”. A human told the AI to make the game. Even if the entire game was made by an AI from a prompt as generic as “make a game”, the prompt still contributes. No prompt, no game. Even if the AI is programmed to not need a prompt, there’s still the programmer.
Or are you going for some sort of distinction between third-party “assets” and first-party “non-asset graphics/sound/text”? I cannot interpret your statement, because every interpretation I can come up with is absurd. But that has been the pattern of this thread for a long time, so perhaps one of the absurd interpretations is the correct one.
But your level would not be a level in the level kind of sense. It would be visuals.
It’s being used in an outdoor RTS game with a real-world setting. There are impassable mountains, hills that offer the advantage of high ground, river crossings and narrow mountain passes to defend. It’s a playable level, not just something to look at. The unit placement is not part of that level. Initial bases are randomly placed at the start of the game; everything else is up to the players to build.
Or, another example: the player cannot see any of the level. There are no visuals whatsoever, just audio and force feedback. The game is an educational game about the challenges blind people face navigating the world. You can call the game a walking simulator if you like, but you cannot call the level (or any other part of the game) graphics.