How this was made
What went into the records, the artwork, this site and the game, and where AI tools were used and where they were not.
The music
No AI in the music. The records are written, played, recorded and mastered by 4DHB and the people credited on each one. No generated audio, no generated vocals, no AI mastering. The same declaration is on file with the distributor for every release.
The artwork
- We're All Prisoneers
- Collage over a rail-yard photograph, 2015. Made by hand, before any of these tools existed.
- Drift Off Abstractions
- A photograph of spin art on glass, shot through a polarizer. No generative AI.
- Inside Totally
- Midjourney, directed by 4DHB. Built by combining images across roughly twenty generations until the room was right. The site's porthole sequence uses the same picture cut into three layers.
- Drift Off
- An algorithm 4DHB wrote to emulate video feedback, then Photoshop. No generative AI.
This site and the game
The site was built with Claude, working from the covers: each release page is designed out of its own artwork, and the parts that are shared (the catalog menu, the preview player, the mailing list) are a few small files loaded by every page. Previews on the track rows are the thirty-second clips the stores publish.
Plight of the Prisoneer is the Windows game that shipped with We're All Prisoneers on a USB stick, by Jakeisle, with art and music by Umeus and programming by NinjaNic. The browser version was reconstructed from the original executable's own sprites, backgrounds, level data, music and rules, with new code written to run them. The original credits are intact inside the game.
Contact
- General
- kyle@4dhb.net
- Press
- press@4dhb.net
Last updated October 25, 2026