Demos

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.

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 HarvestThe Rusty Anchor
Budget$0A small studio’s sprint
TeamOne person, one weekendSix people, a year
ArtRectangles on a canvasStylised low-poly 3D
NPC integrationOne import, a public keyThe same import, three characters
CharactersTom and BiscuitMarta, 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.

  1. PersonaAuthored once

    Fifteen and soft-spoken. Short, plain sentences. Speaks to the dead as if they were in the room.

  2. 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.

  3. SituationSent by the game, live

    Dusk, cold rain. He is digging his sister’s grave. A stranger stands a few paces away.

  4. EventWhat just happened

    A black sparrow lands on the tombstone. It is what his sister used to feed.