World facts
Typed fragments, observations and subscribed conditions.
Intelligence & scale
A framework for authored conditions, observations, objectives and longer-running decisions.
01 / How it works
Director instances own typed fragments and gather observations through collectors. Conditions and signals wake subscribed logic; objectives have explicit lifecycles. Planning considers proposed actions against weighted goals, while the runtime controls commitment, scheduling and outcomes. Game-specific scripts perform the actual world changes.
02 / In a game
A settlement has low supplies and an approaching threat. Collectors report the situation, authored conditions become true, and a Director objective can choose or schedule a response. Your scripts decide what actually spawns, changes or happens.
Typed fragments, observations and subscribed conditions.
Lifecycle-managed objectives and authored candidates.
Replaceable planning strategies, scheduled work and outcome tracking.
03 / Design ownership
The studio supplies objectives, event logic, candidates and the meaning of each world change.
The Director does not write your story, design encounters or manufacture playable events without authored game logic.
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.
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.
VEHICLES / OPEN WORLD / Illustrative composition
Compose occupancy, vehicle functions, durable state and semantic world structure. Add native Chaos integration where needed while keeping the driving and world design yours.
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