HD remaster from game memory
A modern renderer draws a 1988 brawler from the running game's own memory, with every sprite redrawn in high resolution. Left of each pair: the original.
In development
We build the system behind them. The game's story engine decides what each moment needs, a language model writes the line for what you just typed, and a cloned voice performs it. The story stays the one the designer wrote.
Two minutes from a test run of our build of Façade, the 2005 interactive drama about a marriage coming apart over one evening. The player's lines were typed by our test bot. Everything Trip and Grace say was written and voiced live in reply.
Bracketed words are the acting cues the writer gave the voice. The short "uh…" lines are the original actors' recordings, played instantly while the real answer is written.
| 1.87 s | median from the story asking for a line to the line playing (3.9 s before this work) |
|---|---|
| 41% | of next lines named exactly by the behaviour-tree lookahead |
| 0 of 51 | acting cues spoken aloud by mistake, checked with speech recognition |
| $0.0006 | writing cost per line |
You defend the accused by questioning witnesses in your own words. The crime, the exhibits and what each witness actually knows are fixed in code. What they say, what they admit, how the prosecution answers and the verdict are up to the model, and a second model checks every turn for continuity before it enters the record.
This is the end of a 113-turn test trial. The defense presses the judge to separate a missing alibi from actual proof, and the judge does.
A prototype built in an Ace Attorney-style fan engine. Speakers are shown by role and character names are replaced in brackets. An original case and cast are next.
If your game already has a story system, we can give its characters a live voice. Your beats, your facts and your rules stay in charge; the characters answer whatever the player types.
Your dialogue or quest logic, your characters' knowledge and your game state. We've done it with a 2005 Java behaviour engine, so most systems are fair game.
Lines written for each moment, voices that act, free-text input turned into your game's own intents, and a replay lab that re-runs recorded sessions so every change is measured on the same story.
Other things we're building.
A modern renderer draws a 1988 brawler from the running game's own memory, with every sprite redrawn in high resolution. Left of each pair: the original.
In development
Rebuilds an old online world's textures at four times the resolution, switchable in game with one key.
Paused
Source-engine surf movement and brush collision, rebuilt in Roblox.
In development
AI-made comics with consistent characters.
Web app
Episodic video with recurring characters.
Web app
Demos, collaborations, or a game that needs characters people can talk to.