From Dragon's Lair and Bandersnatch to real-time world models like Genie 3: what would make generated video genuinely interactive, the hybrid designs AI game designers can build before it does, and the questions it raises.
21 Oct 2026
A starting guide for AI game designers: why text is where generative games genuinely work today, which AI game formats to pick, and the architecture, costs and store rules you need to ship one on the web or a phone.
20 Oct 2026
Coyote time, jump buffering, top-down movement, tile grids, AABB collision, fixed timesteps and cameras: the 2D techniques that still decide how an AI-made game feels, why they anchor generative content, and how to prototype them with an LLM.
17 Oct 2026
From iMUSE to text-to-speech characters: what generative AI audio can do for an AI game designer today, when to generate at runtime versus in advance, and the licensing and consent questions you need to settle first.
16 Oct 2026
For AI game designers: what makes a 3D world worth exploring, how noise, wave function collapse and L-systems give AI-generated content a structure, where generated 3D assets, world models and AI agents fit today, and how to turn wandering into a game loop.
15 Oct 2026
For AI game designers: from dialogue trees to LLM agents with memory, goals and routines, why text-first NPC conversation is the practical win today, how generative voice comes next, and the architectures that hold up.
Loop design for AI game designers: how core, meta and session loops fit together, the difference between compulsion and meaningful loops, and how each game format shapes them. Also why text-based generative games need a firm loop to stay games rather than drifting chats.
13 Oct 2026
The lineage behind AI-driven simulation, from cellular automata through SimCity and The Sims to LLM agent societies, with practical notes for AI game designers on emergence, running cost and how to judge whether an emergent sim is any good.
11 Oct 2026
Using an LLM as a pair programmer to go from idea to a small walkable 3D space in an afternoon: one index.html, an import map, a design-notes block, one change at a time, and hooks for AI narration and generative audio.
10 Oct 2026
For AI game designers: agency versus the illusion of choice, why branching stories explode in cost, what an AI narrator changes, and how to keep players from talking their way past the rules.
9 Oct 2026
The tool stack behind an AI-narrated text game: a deterministic rules engine, an LLM interpreter and narrator, schema-validated structured output, memory and save files, and scripted playthroughs and evals to keep the model honest.
8 Oct 2026
Nothing here yet.