NPC & Dialogue Agents
LLM NPCs that talk freely inside writer-owned lore, change game state only through designer-exposed actions, and fall back to authored lines when off-script.
Open pageWriters set the limits. The model plays inside them. NPC dialogue that stays in character, localisation that keeps the joke, and player support that knows when to hand over. Built into Unity, Unreal or your own engine, with writers and leads setting the limits.
AI in gaming has two meanings: classic game AI (behaviour trees, pathfinding, difficulty tuning) and generative AI used in development and live operations. We build the second kind, inside limits your designers and writers set.
Games are authored experiences, so the models we build into them are constrained by authorship. An NPC speaks from a character sheet and a lore base the writers own, and can only change game state through actions the designers expose. A localisation pass works from your glossary and style guide, and a translator approves every string. A support agent resolves what it is allowed to and hands the rest to a person with the history attached.
The constraints are practical as well as creative. Platform holders and storefronts ask about AI use: Steam’s content survey requires developers to disclose generated content. Performer agreements, including SAG-AFTRA’s Interactive Media Agreement, carry consent and disclosure terms for digital voice replicas. Age ratings from PEGI and the ESRB apply to what a character can say. If players can talk to each other, the EU Digital Services Act and the UK Online Safety Act may apply. We design for those limits; deciding how they apply to your title is for your producers and legal team.
LLM-driven characters that answer players in voice, inside a lore base and a set of allowed actions, with filters tuned to the title’s rating and a scripted fallback for every failure.
SEE NPC DIALOGUE →Context-aware translation of game text, with glossary and placeholder checks, length limits and translator review in the tools your localisation team already uses.
SEE GAME LOCALISATION →Agents that resolve routine tickets in the player’s language and route harassment, child-safety, payment and account-takeover cases straight to people.
SEE PLAYER SUPPORT →Internal tools for designers and producers, such as quest-text checkers, bug-report triage and build-note summaries, prototyped in weeks and kept only if the team uses them.
SEE RAPID PROTOTYPING →LLM NPCs that talk freely inside writer-owned lore, change game state only through designer-exposed actions, and fall back to authored lines when off-script.
Open pageContext-aware translation drafts and automated LQA checks for game text, in your engine and TMS workflow, with a translator approving every string that ships.
Open pageMultilingual player support that resolves routine tickets and screens first for safety, payment and account-takeover cases, which go to trained people.
Open pageIn two ways. Classic game AI controls non-player characters through behaviour trees, state machines and pathfinding, and adjusts difficulty to how a player is doing. Generative AI is newer and mostly used around development and live operations: coding help, localisation, prototype assets, player support and, increasingly, conversational NPCs. We build the generative layer, constrained by what designers and writers author.
Traditionally it means the logic that makes computer-controlled characters behave believably: moving around obstacles, reacting to the player, choosing tactics. It is designed, deterministic and tuned by hand. Generative AI, meaning language and image models, is a separate thing that studios now use for dialogue, text and tooling. Both can sit in the same game, but they are built and tested very differently.
Mostly, if they are built to. The character speaks from a writer-owned profile and lore base, can only take actions the game exposes, and passes every line through filters set to the title’s rating. When a player pushes it off-script, it falls back to authored lines. Adversarial playtesting before launch is what tells you how often that happens.
Often, yes. Steam asks developers to disclose AI-generated content in its content survey, and other storefronts have their own rules. Voice performer agreements can require consent and disclosure for digital replicas. In the EU, the AI Act requires telling people when they are talking to an AI system unless it is obvious from context. Your producers and legal team decide what applies.
It depends on the job. Coding assistants help programmers, image models help concept work, and engine vendors are adding their own features. A custom build makes sense when the work depends on your own content, such as lore, string tables or player history, or has to run inside your engine and support stack. That is the part we take on.
What we built, what stage it is at, and a link to the live thing wherever there is one.
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.
Website, backend and app assets for Sonora, a free AI sound-therapy app on iOS and Android published by Cognitive AI.
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.
In closed beta: Roxy, a private AI assistant with permanent memory running on infrastructure the user owns. Brand, site, product, backend and conversational design.
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.
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.
Bring one character, one language pair or one support queue; we will scope what a model can safely own and what stays authored.
30-minute technical call · no deck