Three games. Three budgets. One NPC brain.
A weekend jam, an indie studio and a AAA production all call the same API. Play each one, walk up to the characters, and watch what they were told and what they decided, live.
Last Harvest
A weekend jam game with one NPC who is better than it deserves.
- Budget
- $0
- Team
- One person, one weekend
- Built with
- A plain HTML canvas. Rectangles for art.
The Rusty Anchor
An indie tavern in 3D, where three regulars share a wreck neither will talk about.
- Budget
- A small studio’s sprint
- Team
- Six people, a year
- Built with
- Stylised low-poly 3D with real-time lighting and shadows.
Same integration at every budget
The cost of an NPC should not scale with the cost of the game around it. Each demo is wired the way a real customer would wire it.
| Last Harvest | The Rusty Anchor | |
|---|---|---|
| Budget | $0 | A small studio’s sprint |
| Team | One person, one weekend | Six people, a year |
| Art | Rectangles on a canvas | Stylised low-poly 3D |
| NPC integration | One import, a public key | The same import, three characters |
| Characters | Tom and Biscuit | Marta, Finn and Pip |
How an NPC knows who it is and what is happening
Every reaction is built from four layers. Two are authored once in the dashboard; two come from the game as it runs. Here is the farm boy from Last Harvest.
- PersonaAuthored once
Fifteen and soft-spoken. Short, plain sentences. Speaks to the dead as if they were in the room.
- BackstoryAuthored once
His mother, father and little sister died of the red fever three weeks ago. He has caught it too and has told nobody.
- SituationSent by the game, live
Dusk, cold rain. He is digging his sister’s grave. A stranger stands a few paces away.
- EventWhat just happened
A black sparrow lands on the tombstone. It is what his sister used to feed.