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.
What is LoreWeaver 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.
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
Pre-authored branches players exhaust quickly. Same lines, every playthrough.
Scripted Outcomes
Quests that play out the same way regardless of what the player actually does.
NPCs That Forget
Characters with no memory. Save their life, they still greet you like a stranger.
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.
- Mutable and immutable parameters
- Type checking, range enforcement, enum validation
- Every output validated before it reaches the player
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.
- Simple REST API integration
- JSON and XML round-trip support
- Local LLM or cloud provider, your choice
NPCs That Actually Remember
Characters with real memory and relationships that evolve over time. Help someone, betray someone, ignore someone. They remember.
- Track past interactions and choices
- Build relationships over time
- Change behavior based on history
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.
- Events arise naturally from player choices
- Actions carry forward across sessions
- Systems create story, not just content
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 responses every time
- Consistent character voice across sessions
- No dialogue trees to maintain
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.
- Generate NPCs, factions, and quests at runtime
- New entities grounded in existing world state
- Power structures and intrigue that write themselves
Control, Not Chaos
Director is designed for real production environments. You stay in control. Director handles execution.
Constraint Validation
Mutable and immutable parameters. Type checking. Range enforcement. If the LLM tries to break your rules, Director rejects it.
Scoped Authority
You define what Director can change and what it cannot. Personality stays locked. Mood can shift. You set every boundary.
Tunable Creativity
Control how much creative freedom Director has. From strict lore enforcement to full improvisation, you set the dial.
Works With Your Engine
Director doesn't replace your systems. It runs alongside them.
Unreal Engine
Unity
GodotProven Across Genres
Director powers narrative systems across wildly different game types. Same engine. Different worlds.
From Creation to Execution
Architect and Director are built to work together. One authors the narrative, one runs it.
Architect
Builds your narrative systems: quests, dialogue, structure. The authoring layer.
Learn about ArchitectDirector
Runs them in real time: behavior, adaptation, emergence. The runtime layer.
You are hereDirector 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 Launch
- Full runtime narrative engine
- NPC memory and behavior
- Context-aware generation
- All core features included
Post-Launch
0% on first €100,000
1% of gross revenue above that
Enterprise - Custom contracts available
Build a World That Actually Responds
See how Director transforms static game worlds into living narrative systems.
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 until your game launches commercially. After launch, it takes 1% of gross revenue above the first 100,000 EUR. You pay nothing during development or for small releases.
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.