Decision-making
State, action selection, outcomes, gates and cooldowns.
Intelligence & scale
Decision-making, senses, threat, action selection, squads, engagement and navigation are separate building blocks.
01 / How it works
An agent evaluates authored actions with priority, gates, cooldowns and outcomes. Navigation handles normal movement and can execute routes with traversal edges; it retains the chosen crossing provider and checks readiness again at the obstacle. Perception, threat and squad systems inform decisions without prescribing the enemy’s personality.
02 / In a game
A guard spots a threat behind a barrier. Sensing and threat feed action selection. A navigation route can include a traversal edge, but the game decides whether this guard can vault, climb or take a longer path.
State, action selection, outcomes, gates and cooldowns.
Senses, threat, engagement and squad context.
Navigation routes supporting walk and game-provided traversal edges.
03 / Design ownership
The studio authors enemy actions, movement implementations, tactics and encounters.
A climbing request is not a built-in climbing animation. Your game provides movement implementations and navigable traversal data.
04 / System connections
SURVIVAL / CO-OP / Illustrative composition
Pair lightweight populations with full interactions, AI decision-making, persistent resources and world event orchestration. The studio chooses how hordes behave and how co-op survival feels.
MELEE / RPG / Illustrative composition
Use hit detection, abilities, targeting, equipment, AI, persistence and world state as building blocks. The studio owns combat rules, progression and the moment-to-moment feel.
STORY / EXPLORATION / Illustrative composition
Combine meaningful places, interaction contracts, authored objectives and save participation while leaving narrative, dialogue and puzzles entirely in the studio’s hands.
STRATEGY / RTS / Illustrative composition
Mass populations, team relationships, coordination, areas and authored world events can contribute to an RTS or simulation. The actual command model, economy and unit behaviours stay in the game.
Available to license
Tell us which systems you need and which Unreal Engine version you use. We can discuss licence terms and integration with your project.
Ask about licensing