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LoreWeaver Launch Architect

The runtime layer

An AI Game Master. Inside your game.

Director reads game state, makes narrative decisions, and returns validated parameter updates. On-device. Within your rules. Every time.

LoreWeaver Director dialogue view: an NPC tavern keeper with state, response options, and known profile

What is Director?

LoreWeaver Director is a runtime AI Game Master that reads your game state and makes constraint-validated narrative decisions in real time. It orchestrates NPC behavior, plot progression, and emergent events based on the world designed in Architect, and runs entirely on-device with no cloud dependency or per-token fees. Director integrates with Unreal, Unity, Godot, and custom engines, and is free until launch. After launch, it takes 1% of gross revenue above the first 100,000 EUR.

On-device

No cloud dependency

Validated

Checked against your rules

Fixed cost

No per-token fees

Any engine

Unreal, Unity, Godot, custom

01The problem

Most game worlds don't actually react.

Players expect worlds that feel alive. Most games still rely on systems that look complex but feel predictable.

Static Dialogue Trees

01

Pre-authored branches players exhaust quickly. Same lines, every playthrough.

Scripted Outcomes

02

Quests that play out the same way regardless of what the player actually does.

NPCs That Forget

03

Characters with no memory. Save their life, they still greet you like a stranger.

02How it works

State in. Validated story out.

Six things Director does at runtime

01Constraints

You Define the Rules. Director Follows Them.

Define your game state as parameters with types, ranges, and mutability. Director operates within those boundaries. If the LLM tries to break a rule, Director rejects it.

Constraint validation flow params proposes valid invalid → retry PARAMETERSGame State RUNTIMEDirector CONSTRAINTSValidate OUTPUTTo Player
  1. 01Mutable and immutable parameters
  2. 02Type checking, range enforcement, enum validation
  3. 03Every output validated before it reaches the player

02Decisions

Send Game State. Get Decisions Back.

Your engine sends a snapshot of the current scene. Director returns validated updates. JSON or XML in, same format back. One API call.

Decision round-trip state decide updates each frame SNAPSHOTEngine RUNTIMEDirector VALIDATEDUpdates APPLYEngine
  1. 01Simple REST API integration
  2. 02JSON and XML round-trip support
  3. 03Local LLM or cloud provider, your choice

03Memory

NPCs That Actually Remember

Characters with real memory and relationships that evolve over time. Help someone, betray someone, ignore someone. They remember.

NPC memory loop writes recalls shifts remembers PLAYER ACTIONInteraction STORENPC Memory AGENTNPC ADAPTSBehavior
  1. 01Track past interactions and choices
  2. 02Build relationships over time
  3. 03Change behavior based on history

04Emergence

Stories That Arise From Play

Director creates narrative arcs from gameplay, not scripts. Player actions shape what happens next. Consequences propagate through the world. No two playthroughs are the same.

Emergent narrative loop acts triggers leads to propagates INPUTPlayer Action STATEWorld State EMERGESEvent RESULTConsequence
  1. 01Events arise naturally from player choices
  2. 02Actions carry forward across sessions
  3. 03Systems create story, not just content

05Dialogue

Conversations That Respond to Context

Director generates dialogue from the full context of what has happened, who is speaking, and what is at stake. Consistent character voice. No hardcoded branches.

Context-aware dialogue context generates PASTHistory WHOSpeaker TENSIONStakes RUNTIMEDirector OUTPUTDialogue
  1. 01Context-aware responses every time
  2. 02Consistent character voice across sessions
  3. 03No dialogue trees to maintain

06Generation

New Entities Born From Play

Director creates new characters, factions, quests, and rivals at runtime. Each one shaped by the current state of your world. Not random. Contextual.

Runtime entity generation world spawns STATEWorld State RUNTIMEDirector ENTITYNPC GROUPFaction GOALQuest
  1. 01Generate NPCs, factions, and quests at runtime
  2. 02New entities grounded in existing world state
  3. 03Power structures and intrigue that write themselves

03Control

Control, not chaos.

Director is designed for real production environments. You stay in control. Director handles execution.

Constraint Validation

01

Mutable and immutable parameters. Type checking. Range enforcement. If the LLM tries to break your rules, Director rejects it.

Scoped Authority

02

You define what Director can change and what it cannot. Personality stays locked. Mood can shift. You set every boundary.

Tunable Creativity

03

Control how much creative freedom Director has. From strict lore enforcement to full improvisation, you set the dial.

Works with your engine

It runs alongside your systems.

Unreal EngineUnreal Engine
UnityUnity
GodotGodot
Custom Engines

04In the field

Proven across genres.

Director powers narrative systems across wildly different game types. Same engine. Different worlds.

The Rusty Tankard fantasy RPG tavern powered by Director

Fantasy RPG

01

Tavern NPCs with moods, trust levels, and dialogue that shifts based on player actions. Insult the bartender and she remembers.

Heartbeat High social sim powered by Director

Social Sim

02

Character relationships, affection systems, and social dynamics that evolve every interaction. Friendships form and break naturally.

Faereld survival game powered by Director

Survival

03

Dynamic quests, district-level world state, and NPCs who react to your reputation. Every choice shapes what opportunities appear next.

05The pipeline

From creation to execution.

Architect and Director are built to work together. One authors the narrative, one runs it.

Architect

01

Builds your narrative systems: quests, dialogue, structure. The authoring layer.

Learn about Architect →

Director

02

Runs them in real time: behavior, adaptation, emergence. The runtime layer.

You are here

Director is not AI NPCs. It is a narrative runtime. It interprets player behavior and drives the story forward. Every session. Every choice. Every consequence.

Pricing

Free until you launch.

Director

Free while you build

  • Full runtime narrative engine
  • NPC memory and behavior
  • Context-aware generation
  • All core features included

After launch

After launch, 1% of gross revenue above the first €100,000 per title

Enterprise

Enterprise licensing, a one-time buyout of the revenue share, SLA, and integration work by contact

Build a World That Actually Responds

See how Director transforms static game worlds into living narrative systems.

06Questions

Director FAQ

What is LoreWeaver Director?

Director is a runtime AI Game Master that reads your game state and makes constraint-validated narrative decisions in real time. It orchestrates NPC behavior, plot progression, and emergent events based on the world designed in Architect.

How does Director differ from a regular scripting system?

Traditional scripting is hand-authored. Every branch must be written and tested in advance. Director takes your world's rules, state, and goals, and generates narrative decisions at runtime that still respect every constraint you define. It handles the branches you didn't write.

Does Director require a cloud connection?

No. Director runs entirely on-device, on the player's machine. No cloud dependency, no network calls, no player data leaves the game. This also means there are no per-token API fees.

How does Director's pricing work?

Director is free while you build. After your game launches commercially, it takes 1% of gross revenue above the first 100,000 EUR per title. You pay nothing during development or for small releases. Enterprise licensing, a one-time buyout of the revenue share, SLA, and integration work are available on request. See pricing for the details.

Which game engines does Director support?

Director integrates with Unreal Engine, Unity, Godot, and custom engines. It ships as middleware that reads game state and returns validated narrative parameter updates.

Can Director hallucinate or break my game's lore?

No. Every decision Director makes is validated against the constraints you define in Architect. If a proposed action would break your world's rules, it's rejected before it reaches your game. You define the boundaries; Director operates inside them.

Do I need Architect to use Director?

Director works best with worlds designed in Architect because that's where constraints and entities are defined, but it can also consume custom JSON world files for advanced users.