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Games & Interactive

NPCs that talk.
Writers who decide.

An AI NPC uses a language model to answer what a player actually says, instead of picking from a dialogue tree. The design problem is keeping it in character, in lore and within the rating while it improvises.

All Games & Interactive →
Pixel illustration for NPC & Dialogue Agents: two conversation chairs beside an open notebook and a telephone.

The real shape of the problem

Classic NPC AI decides what a character does: behaviour trees, utility scores, pathfinding. LLM NPCs add what a character says, in response to anything. That is the attraction and the risk: players will ask the blacksmith about the ending, try to make the priest swear, and paste in instructions to break it. A character that answers all of that freely is not a character.

So the model is the voice, not the authority. The writers own a character profile, what the character knows and does not know at each point in the story, and a lore base it retrieves from. Game state changes, such as giving an item, starting a quest or turning hostile, happen only through a small set of actions the designers expose and the game validates. The model can propose; the game decides.

Latency and cost are design constraints too. We budget each line, use smaller or local models where they are good enough, cache common exchanges, and keep a scripted line ready whenever a response is late or rejected.

What it handles

01

Free conversation in character

Open questions about the world, the character and the player’s choices, answered from the lore base and the character’s current knowledge.
02

Memory of the player

What the player did and said earlier, summarised into the character’s memory, so reactions build over a playthrough.
03

Actions through the game

Trades, hints and quest triggers proposed by the model and validated by game logic, never applied directly.
04

Not: unbounded output

Spoilers past the player’s progress, content above the title’s rating and attempts to override the character are filtered, and the NPC falls back to authored lines.

How we validate it

We test with the players you are most worried about. The evaluation set is adversarial: jailbreak attempts, spoiler fishing, harassment, lore traps and long sessions that drift. Writers score samples for voice; the gate for shipping is the rate of out-of-character, out-of-lore and out-of-rating lines, measured before launch and monitored afterwards.

If a character is voiced with synthetic speech, the performer’s consent and the terms of their agreement come first. Players are told when they are talking to a generative character. Both are production decisions for your team; we build the hooks that make them enforceable.

How a line is produced

DIALOGUE PATH
  1. 01
    Player speaks

    text or voice

  2. 02
    Context

    character · lore · progress

  3. 03
    Generate

    line plus proposed action

  4. 04
    Check

    rating · spoilers · lore

  5. 05
    Game validates

    only exposed actions apply

  6. 06 · Branch / escalation
    Authored fallback

    late, rejected or off-script

Solid: the dialogue pathDashed: authored fallback
The model proposes a line and an action. The game applies only actions the designers exposed, and an authored line covers every failure.
Questions

Questions about NPC & Dialogue Agents.

What is an AI NPC?

A non-player character whose dialogue is generated by a language model in response to what the player says, rather than chosen from a pre-written tree. Its behaviour, such as movement and combat, usually still runs on conventional game AI. The useful versions are bounded by a writer-owned character profile and lore, and can only change the game through actions the designers allow.

Can LLM NPCs run on device?

Sometimes. Small language models can run locally on PCs and current consoles for short, constrained exchanges, which removes server cost and network latency. Richer conversation usually needs a hosted model. Many designs mix the two, with a local model for routine lines and a server call for the moments that matter, and an authored line if either is too slow.

How do you stop players jailbreaking an NPC?

You assume they will try. The character’s instructions are separated from player input, outputs are checked against rating and lore filters, and the model cannot change game state except through validated actions. Adversarial playtesting before launch, and monitoring after it, show how often it slips, and when it does the fallback is an authored line.

Shipped & in build

Real work. Check it yourself.

What we built, what stage it is at, and a link to the live thing wherever there is one.

The updated yourOS homepage: Roxy’s open ring surrounded by bento cards for calls, voice, translation, building, design, apps and more.
The yourOS homepage on a phone, with its compact navigation, welcome film button and bento cards.
youros.tech — the homepage bento hero
Our own · coming soon

yourOS

yourOS is an operating system with an AI at its heart. You talk to it like a person, out loud or typed. It makes your calls, plans your days and works on your projects with a crew of agents, on your own private server. Our own product, built from the first commit; the waitlist is open.

What we built
  • Operating system
  • Roxy
  • Agent crew
  • Voice calls
  • App store
  • Website
Meet yourOS →
The Sonora homepage on desktop: a full-bleed dune landscape behind the headline “Transform Your Life with Sound”, with App Store and Google Play download buttons.
The Sonora homepage on a mobile viewport, showing the same hero reflowed to a single column.
sonora.com — homepage, 1440×900
Live · iOS · Android

Sonora

Website, backend and app assets for Sonora, a free AI sound-therapy app on iOS and Android published by Cognitive AI.

What we built
  • Website
  • Backend
  • App assets
Read the case study →
The updated Podswap homepage on desktop: “Grow on Instagram and TikTok for free, with real engagement from creators your size”, beside a tilted wall of exchange, tool and guide cards on a violet gradient.
The updated Podswap homepage on a phone, with its floating navigation, Instagram and TikTok engagement headline and tilted tool cards.
podswap.app — homepage, 1440×900
Five platforms

Podswap

Brand, website, prototype, apps on five platforms, the AI backend and the algorithm-intelligence pipeline for Podswap, a social growth engine that runs without a human in the loop.

What we built
  • Brand
  • Website
  • Prototype
  • Apps on five platforms
  • AI backend
  • Algorithm pipeline
Read the case study →
The unOpen.AI homepage introducing Roxy, a private AI assistant that remembers who you are.
The unOpen.AI homepage on a mobile viewport.
unopen.ai — homepage, 1440×900
Prototype · closed beta

unOpen.AI

In closed beta: Roxy, a private AI assistant with permanent memory running on infrastructure the user owns. Brand, site, product, backend and conversational design.

What we built
  • Brand
  • Site
  • Product
  • Backend
  • Conversational design
Read the case study →
coherence.com on desktop, headed "Intelligence that moves in phase with people".
coherence.com on a mobile viewport, reflowed to a single column.
coherence.com — homepage, 1440×900
Live

Coherence

Live at coherence.com: brand identity generated with AI agents we directed, the motion system and website for the group behind Sonora, AboutAI, WakeUp and MudShadows. Agent work remains in build.

What we built
  • Brand identity
  • Motion system
  • Live website
  • Agent work — in build
Read the case study →
The new Domain Booth homepage on desktop: the headline “Premium Domains. Serious Buyers. Proven Results.” beside the animated DB monogram.
The new Domain Booth homepage on a phone, reflowed to a single column.
Our build of the Domain Booth homepage — 1440×900
Live

Domain Booth

Live at domainbooth.com for DomainBooth, a premium domain brokerage: a new animated mark, every page redesigned and rebuilt with designed mobile layouts, and a custom CMS for its sales record, featured names, press and enquiries.

What we built
  • Animated mark
  • Every page redesigned
  • Designed mobile layouts
  • Custom CMS
Read the case study →
Who we have built for

Twenty-one years. Names you know.

See all of our work →
  • BBC Good Food logo
  • Charities Aid Foundation logo
  • GAME logo
  • NatWest logo
  • Next logo
  • NSPCC logo
  • Tesco logo
  • Worldpay logo
  • Samsung logo
  • Sony logo
  • Land Rover logo
  • UAP Limited logo
  • Netflix logo
  • Amazon Prime Video logo
  • Mercedes-Benz dealerships logo
  • San Miguel logo
  • Biovene Barcelona logo
  • Seventy7 logo
  • Littlewoods logo
  • Smile logo
  • The Co-operative Bank logo
Let’s talk

Improvise.
Stay in character.

Bring one character and its lore; we will prototype the conversation and show you how it fails before players do.

30-minute technical call · no deck