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Intelligence & scale

SGFDirectorMake world events respond to meaningful game state.

A framework for authored conditions, observations, objectives and longer-running decisions.

01 / How it works

Coordinate what happens in the world

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.

What this plugin delivers

  • Authored Director definitions and runtime state
  • Condition-driven reactions and scheduled work
  • Objectives and replaceable planning strategies
  • Diagnostics and controlled execution

02 / In a game

The mechanism in practice.

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.

World facts

Typed fragments, observations and subscribed conditions.

Objectives

Lifecycle-managed objectives and authored candidates.

Planning & execution

Replaceable planning strategies, scheduled work and outcome tracking.

03 / Design ownership

What the studio builds.

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.

  • What should happen, why and under which conditions
  • Candidate actions, event scripts, narrative and world consequences
  • Balancing and the values assigned to competing goals

Available to license

Ask about SGF licensing.

Tell us which systems you need and which Unreal Engine version you use. We can discuss licence terms and integration with your project.

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