Director How It Works Features Integrations Request Demo

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.

Director runtime engine
On-device No cloud dependency
Validated Every output checked against your constraints
Fixed cost No per-token fees
Any engine Unreal, Unity, Godot, custom

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.

Parameter constraint system
Constraints

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
Game state decision loop
Decisions

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 remember
Memory

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
Emergent narrative and consequences
Emergence

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
Context-aware dialogue
Dialogue

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
Runtime entity generation
Generation

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 EngineUnreal Engine
UnityUnity
GodotGodot
Custom Engines

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

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

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

Faereld - Survival game powered by Director

Survival

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

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 Architect

Director

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

Director

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.