Senrama Essays

Notes from the edge
of frontier play.

How AI models are becoming game engines, why characters are learning to listen, and what it means when a world can write itself. Field notes from a studio building it.

AuthorshipWorld modelsMemoryGame generationIntelligent NPCsGenerative filmSimulationIntelligent products
Scroll

Manifesto

Story Generators: a new pillar of interactive entertainment

Read the manifesto →
A white woman writer at her attic desk in London while the characters she has imagined, Black, East Asian, white and South Asian, wait in warm stage light behind her

Authorship · 23 October 2026

Who writes the story? Authorship in AI interactive storytelling

When a model performs a story live and every player gets a different version, who is the author? We think the answer is still the writer, and that this shapes how AI stories should be built.

Read the essay →
Game makers, white, Black and East Asian, gather round a table as a small wooden figure walks across a miniature landscape of hills, river and village

World models · 8 min

How AI world models work, and why games care

A world model predicts what happens next in a scene, frame by frame, as you act. Here is how the main designs work, where they fail, and what they mean for anyone building interactive worlds.

A young East Asian woman steps out of the rain into a London corner shop where the elderly white shopkeeper chats with a Black regular over tea while a young man browses the shelves

Memory · 6 min

Memory is the new save file: how AI game worlds remember you

A world that talks back is impressive. A world that remembers what you did last week is something else. Memory is the quiet system that decides whether AI characters and stories feel alive.

A designer watches a miniature city and coastline assemble itself on her monitor

Game generation · 7 min

The engine is learning to dream: AI models as game generators

For forty years a game engine has drawn what a designer placed. The next generation will draw what a player imagines. That changes who makes games, and what a game is.

A bartender and a young woman deep in conversation in a warm, busy London pub

Intelligent NPCs · 6 min

The end of the dialogue tree: designing NPCs that actually listen

Non-player characters have spent decades waiting for you to pick option B. Language models let them hold a conversation. The hard part is giving them a reason to.

A cinema audience watches a rain-swept street on screen branch into different versions

Generative film · 6 min

Every viewer a different cut: the rise of generative interactive film

Branching films asked audiences to choose between scenes someone had already shot. Generative film can compose the scene after you choose. It is a new medium, and it needs a new grammar.

An architect's hands adjusting a building on a vast miniature simulated city at golden hour

Simulation · 6 min

Living worlds: why simulation is the next storytelling medium

The most compelling stories in games are increasingly the ones nobody wrote. Simulation, joined with generative models, turns worlds into places where stories grow on their own.

A designer and an engineer watch a living game map redraw itself on a studio monitor at dusk

Intelligent products · 6 min

From shipped to alive: games as intelligent products

A game used to be finished the day it shipped. An intelligent game starts learning the day it launches. That changes how we design, measure and take responsibility for play.

Building something alive?

We partner with studios and brands exploring generative worlds.

Get in touch