Author

Heather S.

Writes about story generators, AI characters, world models and the interactive worlds being built with them, for Senrama.

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Fish Audio cover card for Live 3, with the words Built for the rhythm of conversation beside two interlaced green and purple waveforms

Blog · Voice and NPCs · 10 November 2026

Fish Audio Live 3: a full-duplex voice model with 186 ms replies

Fish Audio has released Live 3, a voice model that keeps listening while it speaks and can start a reply in as little as 186 milliseconds. It is available by API at $0.035 a minute, which makes natural turn-taking cheap enough to try in a talking character.

A dandelion seed head shown beside its alpha matte on a transparency grid, with the fine seed hairs preserved

Blog · Video models · 10 November 2026

LTX API adds HDR, alpha mattes, reframing and 4K/8K upscaling

Lightricks has put four VFX tools from its open LTX video model on the LTX API: SDR to HDR, Alpha Gen mattes, Reframe and Upscale. They work on filmed footage as well as generated clips.

A collage of sample images from the MiniMax H3-Image model card, including a knight fight, a tree frog, a city under starships, dumplings and a Highland cow

Blog · Image models · 10 November 2026

MiniMax H3-Image: 16-megapixel images with open weights

MiniMax has released H3-Image, a 33.1-billion-parameter image generation and editing model built on its H3 video model. It makes images of about 16 megapixels, takes up to 16 reference images and ships with open weights under a restricted licence.

Three simulated surfing plans from PAN 2, each with a different pop-up time and a different outcome, from a clean ride to a wipeout

Blog · World models · 10 November 2026

PAN 2: an open 29B world model that simulates what happens next

MBZUAI's Institute of Foundation Models has released PAN 2 under Apache 2.0, with weights and full training code. Give it a scene and an action in words and it simulates up to 20 seconds of what follows.

Nuance Labs launch card for Meet Emma, the First Nuplex Persona, beside a phone showing a video call with a smiling woman

Blog · Voice and NPCs · 9 November 2026

Nuplex 1.0: a full-duplex AI face that reacts while you talk

Nuance Labs has launched Nuplex 1.0, a full-duplex audiovisual model, with a video persona called Emma and a beta API. It listens and talks at once, and nods, smiles and looks away while you are still speaking.

A man lying on a sofa holding a sleeping baby in warm window light, a Seedream 5.5 sample image from ByteDance Seed

Blog · Image models · 9 November 2026

Seedream 5.5: native transparent images and 100-round editing

ByteDance Seed's Seedream 5.5 generates images with a real alpha channel and keeps unedited areas intact across up to 100 successive edits. For game artists, that means cut-out assets without a background-removal step.

Cover card reading Shizuku-Duplex beside a white and blue haired anime-style character

Blog · Voice and NPCs · 8 November 2026

Shizuku-Duplex: a full-duplex voice model for Japanese

Shizuku AI Labs has built a voice model that listens and speaks in 80 ms steps, backs off when interrupted and answers in about 0.57 seconds. Apart from OpenAI's GPT-Live, it is the first full-duplex model that can hold an intelligent conversation in Japanese, and a useful template for talking NPCs.

In a lamp-lit London attic workshop on a rainy evening, a young East Asian woman at a keyboard, a middle-aged Black man pointing and a white woman in her fifties holding a notebook of dialogue watch a painted London street on a large monitor

Essay · World models · 7 November 2026

World model vs LLM: what each predicts, and why games need both

A large language model predicts the next word. A world model predicts the next moment of a scene. Here is how they differ, where each one fails, and why interactive worlds will use both.

The MOSS-Live title card: a blue and cyan speech-bubble logo beside the words MOSS-Live, Full-Duplex Real-Time Interaction System

Blog · Voice and NPCs · 7 November 2026

MOSS-Live: full-duplex voice that keeps talking while tools run

OpenMOSS has launched MOSS-Live, a real-time system that listens while it speaks, tells a pause or an "mm-hmm" from a real interruption, and runs tools in the background without halting the conversation.

A hand placing a model house on a table-top town lit by lamplight

Essay · Report · 6 November 2026

25 Years to World Simulations

Cinema took about a century to mature and video games about fifty years. This report argues that Story Generators, counted from 2020, will cover the same ground in about twenty-five, arriving at full world simulations around 2045.

A grid of nine generated video frames: a coral reef, robot arms over a table, a night street, a European city street, a glasshouse garden, a red cabinet kitchen, a lab bench, a night road and horses crossing a stream

Blog · World models · 5 November 2026

NVIDIA Cosmos 3 Sim: real-time interactive world models

NVIDIA has post-trained Cosmos 3 into three open streaming world models that respond to actions and spatial controls. The robot model runs at 48 frames a second at 480p on one GPU.

Decart's announcement card for Lucy, Version 2.6, white lettering over a soft blue-green blurred background

Blog · World models and interactive · 5 November 2026

Decart Lucy 2.6: live video editing with reference images

Decart has released Lucy 2.6, a real-time video editing model that swaps characters, garments and objects in a live stream at 720p. It is the new default behind lucy-latest, at the same $0.02 per second as Lucy 2.5.

The Unity and ElevenLabs logos side by side in white on a dark grey background

Blog · Intelligent NPCs · 5 November 2026

ElevenAgents Unity SDK: talking NPCs in a Unity scene

ElevenLabs has released a Unity SDK that connects a game scene to a voice agent, so players can speak to a character and hear it answer from the character's own position.

Frameboy, World Labs' real-time Atlas demo, shown as a handheld console playing a generated street scene

Blog · World models · 5 November 2026

Frameboy: World Labs' Atlas now explores worlds in real time

World Labs has put its Atlas world model into a browser demo that streams generated frames at up to 15 fps as you steer the camera. It is a research preview that runs on cloud GPUs, and it shows how fast generated worlds are moving towards play.

Google's announcement graphic for Gemini Omni 1.2 Flash, with sample frames of bees on a honeycomb, animated animals in a glasshouse, an octopus and a woman walking down a city street

Blog · Video models · 5 November 2026

Gemini Omni 1.2 Flash: 15-second AI video, 30% cheaper

Google's Gemini Omni 1.2 Flash makes clips up to 15 seconds, edits them turn by turn in conversation and costs $0.07 a second at 720p. It is now generally available on the Gemini API and Google Cloud.

Boson AI cover card reading Duplex above the Higgs Realtime logo, under a green and blue arc of light

Blog · Voice and NPCs · 5 November 2026

Higgs Realtime Duplex: a voice model with its own live face

Boson AI has introduced Higgs Realtime Duplex, a 45B model that listens, watches and talks at once in 160 ms steps, renders its own face, and keeps working on tasks in the background.

A model with platinum hair and orange-tinted sunglasses leans into the wind in a black wool coat, against a blue-to-pink gradient

Blog · Image models · 5 November 2026

Krea 3 technical report: image editing in 8 seconds at 2K

Krea has published the technical report for Krea 3, its image-to-image model. It says most edits finish within 8 seconds at native 2K, several times faster than rival editors, at $0.06 an image.

The fal and Microsoft Foundry logos side by side on a pale background with scattered pixel squares, from Microsoft's announcement

Blog · Video models · 5 November 2026

Kling, LTX and MiniMax video models arrive in Microsoft Foundry

Microsoft and fal have put Kling, LTX and MiniMax video models into Microsoft Foundry in public preview, as a first-party Azure service. Developers get text-to-video and image-to-video next to the rest of Azure's AI tools.

PlayGen2 overview figure: a world-state model updates a 3D world memory, which is projected to depth and semantic maps and drawn by a diffusion renderer

Blog · World models · 5 November 2026

PlayGen2: a playable world model with explicit 3D state

PlayGen2 is a research world model that keeps a persistent 3D map of the game world and uses a separate neural renderer to draw it. Code and weights are public, and the Doom demo runs at about 160 ms backend latency on a MacBook Pro.

A crowded field of rendered 3D objects including an armchair, a barbecue, a life jacket, a gramophone, a microscope and a kettle

Blog · 3D · 5 November 2026

Sand3D: 106,094 3D objects written as Python programs

Sandflow has released Sand3D, an open dataset and library that describes 3D objects as short, named-part Python programs so language models can learn to build them, joints included.

Figure 1 from the TouchéWorld paper: camera control through a generated scene, a hand reaching into foliage, and a user steering with a webcam tracking their hand

Blog · World models · 5 November 2026

TouchéWorld: reaching into an AI world model with your hands

A new open research model adds live hand tracking to a camera-controlled video world model, so you can walk up to a tree and touch it while the scene keeps generating. Adapter weights and code are out; the full distilled model is not.

ElevenLabs announcement card: a prompt box reading 'Introducing SFX v3' over a soft blurred green and cream background

Blog · Voice and audio · 4 November 2026

ElevenLabs SFX v3: multi-part sound effects from one prompt

ElevenLabs has released SFX v3, a sound effects model that follows prompts with several sounds in sequence more closely, and handles music and vocals better. It is available in the app and through the API.

Google's announcement card for Gemini 3.8 Flash TTS and 3.8 Flash-Lite TTS: dark text on a pale blue gradient with the Gemini star

Blog · Voice and audio · 4 November 2026

Gemini 3.8 TTS voice remixing: new NPC voices from a prompt

Google has added voice remixing to Gemini 3.8 TTS. You describe a change to an existing voice, such as older, lower or with a British accent, and the API stores the result as a new reusable voice.

An aerial shot of a ship's bow in a storm with a pianist playing a piano on deck, a sample from Kling 4.0's release notes

Blog · Video models · 4 November 2026

Kling 4.0 Flash opens to everyone: 20-second video via API

Kling has made its fast, lower-cost Kling 4.0 Flash model available to all users on the web and the API, plus MCP, CLI and plugins for Photoshop, Premiere Pro and After Effects. It follows the 30-second Kling 4.0 launched on 15 October.

Hero figure from the LiveFoley project page, showing a stylised interactive world scene that the model scores with generated sound

Blog · World models · 4 November 2026

LiveFoley: real-time sound for AI and game video

LiveFoley is a research model that generates synchronised sound effects from live video with a 0.08-second look-ahead. It is built to be a sound engine for games, AR/VR and world models whose own audio cannot be reused.

A fox character in a yellow raincoat with a blue satchel, shown in three-quarter view, from Luma's Character Sheet workflow page

Blog · Image models · 4 November 2026

Luma Character Sheet: consistent characters from references

Luma's Character Sheet tool turns reference images or a written design into one multi-view sheet, and the same workflow now runs inside Claude through Luma's MCP connector. The aim is a character who stays the same across angles, outfits and scenes.

A cartoon owl illustration, created from a pen sketch and animated with Images 2.6, from OpenAI's announcement

Blog · Image models · 4 November 2026

OpenAI Images 2.6: 50% faster images and animated GIFs

OpenAI's Images 2.6 generates images about 50% faster, adds two API models called Flare and Sunburst, and can animate characters and storyboards as GIFs. It is available in ChatGPT, Codex and the API.

The Hy logo drawn over a geometric diagram of a right-angled triangle on a pale background, from Tencent's Hy4 announcement

Blog · NPCs and agents · 4 November 2026

Tencent Hy4: game-engine and Blender skills in a new model

Tencent has released Hy4, a large language model that can see images and operate software, trained on Blender and CAD and tuned for Unreal, Unity and Godot work. The API price is unchanged; the weights are promised in the coming days.

A person in a yellow pineapple mascot costume holding a white cloth on an empty street, an example frame from the Viggle Remake repository

Blog · Video models · 4 November 2026

Viggle Remake: recast and re-shoot existing video with open LoRAs

Viggle has released Remake, a pair of LoRAs for MiniMax H3 that recast people, swap objects and change weather or setting in finished footage while keeping the original motion, camera and soundtrack.

Four people around a lamp-lit table in a London study at night watching a miniature London street, as a woman places a tiny figure among the houses

Essay · Interactive storytelling · 3 November 2026

What is an AI drama manager? How games decide what happens next

An AI drama manager is the system that shapes pacing and plot in an interactive story. Here is how it works, from Left 4 Dead's Director to language-model worlds.

Kimi's announcement artwork: a games controller drawn in monochrome dots over faint lines of code

Blog · Engines and game tools · 3 November 2026

Kimi game development suite: agents inside Unity, Unreal and Blender

Moonshot AI has launched a game development and creative work solution built on Kimi K3.1, with agents that edit Unity, Unreal Engine, Godot and Blender projects directly. In one demo it worked for 20 hours with no human intervention.

A wall clock reading Black Friday, the example ad image from Luma's MCP connector announcement

Blog · Creative AI agents · 3 November 2026

Luma MCP connector: a creative agent inside ChatGPT and Claude

Luma has connected its image and video tools to ChatGPT and Claude, so an assistant can restyle, relight and animate an asset in the same chat. Usage is charged to your Luma credits.

Meshy N1 cover art: a stylised 3D character in a shark hood riding a hoverboard over water

Blog · 3D generation · 3 November 2026

Meshy N1: native 3D texturing in 14 seconds

Meshy has released N1, a texturing model that generates colour directly on a 3D mesh instead of projecting 2D images onto it. The company reports cleaner textures and a median time of 14 seconds, against 68 to 237 seconds for the models it compared.

A collage of sample images from Pruna's P-H3-Image announcement, including an astronaut among giant mushrooms, a lighthouse painting and a modernist building

Blog · Image models · 3 November 2026

Pruna P-H3-Image: an open image model made from a video model

Pruna AI has open-sourced P-H3-Image, an image generation and editing model distilled from MiniMax H3. It is 7x smaller and 5x faster than H3, making a 4 MP image in 2.6 seconds on one B200.

Runway Research title card reading Real-Time Video at Batch Size One on a dark red gradient

Blog · Video models · 3 November 2026

Runway Characters: a 57B video model that talks in real time

Runway has published how it serves a roughly 57-billion-parameter video model fast enough for live conversation: 24 frames per second on four H100 GPUs, with a voice agent in the loop. It is a useful look at what real-time generated characters cost to run.

Chart from the WorldPager paper: chunk time stays flat near 1.2 seconds for 3,000 chunks while host memory stays constant and data written to the SSD grows steadily

Blog · World models · 3 November 2026

WorldPager: 37 minutes of world-model memory on one GPU

A Chengdu team has published WorldPager, a memory system that spills a world model's long-term memory onto an SSD. On one RTX 4090 it kept a Matrix-Game 2.0 session going for 37.5 minutes of video, up from 45 seconds.

Hero image from the Fight World Model project page: four frames of a two-fighter 2D fighting game showing different arenas and character appearances

Blog · World models · 2 November 2026

Fight World Model: game rules that drive a video model

Researchers from Oxford, Imperial, Tsinghua and NTU have published Fight World Model, which lets an ordinary game engine decide what happens in a fight and a video model draw it. The result is a generated game whose health bars and hit reactions follow editable rules.

A rusted bicycle with a gas cylinder on its frame standing in rain on a wet stone yard, generated by Lightning v2 RL in four steps

Blog · Image models · 2 November 2026

Qwen-Image 2.1 Lightning v2 RL: image generation in four steps

LightX2V has released a reinforcement-learning-refined version of its Lightning model for Qwen-Image 2.1. It generates and edits images in 4 denoising steps instead of 40.

Teaser figure from the L3G-World paper: a single courthouse photo becomes a latent 3D Gaussian memory that conditions video generation, with charts of memory use and frame rate

Blog · World models · 1 November 2026

L3G-World: a compact 3D memory for real-time AI worlds

KAIST researchers have published L3G-World, a world model that keeps a small 3D memory of the places it has generated, so a scene stays consistent when you walk back to it. Its distilled variant runs at about 9 frames per second on one H100.

A young Black woman, an older grey-haired man in round glasses, a woman with dark hair and a young man with a mug lean over a lamplit worktable where a small model town with glowing windows sits beside a hand-drawn plan of the same town

Essay · World models · 31 October 2026

World model vs game engine: what each is actually for

A game engine computes a world by rules. A world model predicts one from examples. Here is what separates them, where each breaks, and why the strongest games will use both.

The Atelico AI Engine logo card: a black arched doorway above the words 'Atelico AI Engine' and the line 'Runs generative AI on the player's device'

Blog · Intelligent NPCs · 31 October 2026

Atelico AI Engine: on-device NPCs with memory

Studio Atelico has opened Early Access to an engine that runs language models, speech, images and NPC behaviour on the player's own device, with plug-ins for Unity, Unreal and Godot.

In a late-1970s computer room at night, a young Black woman types at an amber-screen terminal while a white teenage girl and an East Asian man holding a mug lean in to read, the wall beside them opening into the glowing cave of the text adventure on the screen

Essay · Narrative design · 30 October 2026

AI narrative design: a new medium still waiting for its rules

The core loop already works. What nobody has built yet is the grammar: the conventions, structures and tools that turn a working trick into a medium. That is the job of AI narrative design now.

A cloaked traveller with a staff faces a winged dragon on a windswept clifftop below a stormy sky and a distant castle

Blog · World models · 30 October 2026

Wizard: a real-time game world model with agentic control

Researchers from Tencent, NUS and NTU have published Wizard, a world model that lets an agent track game rules while a video model draws the scene at 24 frames a second. It handles new characters and scenes without retraining.

NVIDIA's chart plotting benchmark quality against time to first token, with Nemotron 3.5 Bolt E4B 4GB in the 'Smart and Fast' corner

Blog · Intelligent NPCs · 29 October 2026

Nemotron 3.5 Bolt: a 4GB open model for on-device NPCs

NVIDIA has released Nemotron 3.5 Bolt E4B 4GB, an open small language model built for local game characters, voice assistants and robots. It fits in about 4GB of memory and is offered through NVIDIA's In-Game Inferencing SDK.

Reference assets for a knitted game world, from Pika's H3 Flex announcement: a hero, a caterpillar sidekick, a crow boss, meadow levels and collectibles

Blog · Video models · 29 October 2026

Pika H3 Flex: open-weights video and audio in six steps

Pika has released H3 Flex, a post-trained version of MiniMax H3 that makes up to 15 seconds of video with synchronised audio in six sampling steps and takes up to 12 reference files. The weights are on Hugging Face under the MiniMax H3 community licence.

Google DeepMind's Genie 4 announcement graphic showing a hummingbird feeding at a flower inside a glass sphere

Blog · World models · 28 October 2026

Genie 4 adds sound and speech to generated worlds

Google DeepMind has announced Genie 4, a real-time world model that generates ambient audio and interactive dialogue alongside the scene, with Gemini steering events as you play. It is a research preview for trusted testers.

Overview figure from the WeVisCut project: a script becomes a stateful tool agent that plans, retrieves, composes, inspects and repairs a long educational video, with results compared against a baseline

Blog · Video models · 28 October 2026

Tencent WeVisCut: a 9B agent that edits long videos

Tencent's WeVisCut is an open 9B-parameter agent that turns an article or narration script into a multi-minute edited video by calling 12 editing tools. It is not a text-to-video model, and it needs its own runtime.

Game makers, African, European and East Asian, around a lamplit table in a London attic studio, comparing a hand-drawn map with a small landscape taking shape in a projector beam

Essay · Game generators · 27 October 2026

Procedural generation vs generative AI in games

Procedural generation builds worlds from rules a designer wrote. Generative AI builds them from patterns a model learned. Here is how they differ, what each is good at, and why the best games will use both.

Figure from the CADRE paper: latency and quality charts beside context and generated frames of hand, robot and driving scenes

Blog · World models · 27 October 2026

Kyutai CADRE: cutting action lag in AI world models

Kyutai has released CADRE, open video autoencoders built so interactive world models react in under 230 ms on one GPU. The paper shows why borrowing a text-to-video autoencoder makes every key press feel late.

Figure from the AnyGameRenderer paper: two crude game blockouts, each rendered in three different styles

Blog · World models · 26 October 2026

AnyGameRenderer turns greybox games into finished visuals

Alaya Lab's AnyGameRenderer re-renders crude gameplay video in any prompted style while keeping every character where the game put it. A new entity-level benchmark shows how often such renderers still get it wrong.

Four friends in a lamplit London sitting room watch the wall dissolve into a foggy Victorian street: a bearded man holding a book, a young woman with headphones, a man pointing at the gas lamps and an older man lifting a VR headset from his eyes, delighted

Essay · Story Generators · 25 October 2026

The rise of generative universes

Calling the next medium a 'game generator' fixes it to one format just as AI is breaking formats apart. Omni models and generative universes point to something broader: the Story Generator.

Diagram of the Micro-World 2 training pipeline, from a Wan2.2 5B base to a four-step distilled world model

Blog · World models · 25 October 2026

AMD's Micro-World 2: an open real-time world model

AMD has released Micro-World 2, a 5B-parameter interactive world model that streams video at over 30 frames per second on one Instinct MI350X GPU. The weights, dataset and training code are all public.

Architecture diagram of Hy-Nomas: structured prompt, video latents and camera trajectory feed a diffusion transformer with a persistent KV cache

Blog · World models · 24 October 2026

Tencent open-sources Hy-Nomas, a steerable world model

Hy-Nomas generates a video world one segment at a time, steered by text and camera moves, with Apache 2.0 weights and a single-RTX 4090 mode. It is a useful look at how open world models handle memory and control.

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

Essay · 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.

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

Essay · World models · 23 October 2026

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

Essay · Memory · 23 October 2026

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.

Side-by-side comparison of the original and optimised SolarWM H3 pipelines: 4.92 FPS against 24.38 FPS

Blog · World models · 23 October 2026

SolarWM H3 Realtime makes a world model respond in 0.58 seconds

The SolarX team's engineering write-up shows how compilation, CUDA graphs and a streaming decoder took an open world model from 4.92 to 24.38 frames per second. The first frame after a keypress now arrives in about 0.6 seconds at the backend.

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

Essay · Game generation · 21 October 2026

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.

Cover image for EdenLive, VAST's real-time generative renderer

Blog · World models · 20 October 2026

EdenLive: open-source real-time generative renderer for games

VAST, the company behind Tripo, has open-sourced EdenLive, a model that turns rough greybox game footage into detailed video at 24+ frames per second. The game engine keeps the rules; the model only paints the picture.

Title card for Viggle JST-2 over a generated space-station interior with an astronaut

Blog · World models · 19 October 2026

Viggle JST-2: a world model built in 3D, not pixels

Viggle's JST-2 generates an explorable 3D scene in about a second by modelling the world as persistent atoms rather than video frames. It also makes characters with motion built in, which matters for anyone building interactive worlds.

World Labs' Atlas announcement art: a world model for spatial intelligence

Blog · Providers · 16 October 2026

World Labs, Atlas and AMD: spatial intelligence becomes infrastructure

World Labs has opened its Atlas world model to early partners and agreed to be acquired by AMD for about $8.2 billion. For anyone building 3D worlds, the message is that world generation is becoming a platform layer.

Timeline of AI-native games from 2005 to 2026, from the survey paper

Blog · Generative gaming · 15 October 2026

What makes a game AI-native? A new survey draws the line

Researchers reviewed 53 publicly available AI-native games and propose a simple test: if you removed the AI, would the core of play collapse? Their roadmap is a useful checklist for anyone building one.

fal announcement card: the words 'FLUX 3 Max' in outlined pink lettering over a soft purple and pink watercolour background

Blog · Video models · 15 October 2026

FLUX 3 Max: fal's post-trained video model makes 10 seconds in 12

fal Research has post-trained Black Forest Labs' FLUX 3 video model into FLUX 3 Max, which it says ties for first in image-to-video quality while generating a 10-second clip in about 12 seconds. It is live on fal's API.

A playable character in a sunlit desert town generated live by Matrix-Game 4.0

Blog · World models · 15 October 2026

Matrix-Game 4.0: the game engine keeps the truth, the AI paints the world

Skywork's open-source release runs a playable generated game at 60 frames per second on a single RTX 5090. The trick is not a bigger model: it is letting ordinary game code own the rules.

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

Essay · Intelligent NPCs · 14 October 2026

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.

The Fish Audio team at the launch of Drama 3

Blog · Voice & performance · 13 October 2026

Drama 3: open-weight voice acting for games and interactive film

Fish Audio's new 35B text-to-speech model takes plain-language direction, voices up to 16 characters in one script and runs on your own hardware. It is the first open model that sounds like a cast rather than a narrator.

Architecture diagram from the Kandinsky S2V 1.0 paper: audio and text prompts feed a visual decoder, which animates a reference image into an output video

Blog · Video models · 13 October 2026

Kandinsky S2V 1.0: open speech-to-video avatar models

Sber's Kandinsky Lab has released Kandinsky S2V 1.0, a family of open models that turn one reference image and a speech track into a talking, gesturing video. The code and weights are MIT-licensed, with a 2B and a 21B version.

A generated scene from Odyssey-3, Odyssey's real-time world model

Blog · World models · 8 October 2026

Odyssey-3 brings real-time physics to generated worlds

A 14-billion-parameter world model now turns a text prompt into an environment you can walk through, with objects that move and collide as you play. Here is what it changes for game makers.

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

Essay · Generative film · 7 October 2026

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.

A felt-craft miniature world generated and explored with WorldPlay2

Blog · World models · 7 October 2026

WorldPlay2 open-sources a playable world from a single image

New open weights turn one picture and a short prompt into a world you steer with a keyboard. It is a research release, but it shows how quickly interactive world models are becoming tools.

Teaser figure from the Streaming Code World Model paper: a coding agent drives the world while a video model draws each frame

Blog · World models · 2 October 2026

Streaming Code World Model: a coding agent as the brain of a world

An open research project makes Code World Model generate video chunk by chunk as the world unfolds. It is not real time yet, but it points at worlds whose rules are written and rewritten as code while you play.

A grid of worlds and characters from Montage: portraits, an astronaut, an elf, a dahlia garden and a girl reading beside a globe

Dev blog · Studio news · 1 October 2026

Erato is now Montage: one app for Story Generators

Our interactive storytelling app has a new name. Erato and Muse are now one app called Montage, the story mode once called Montage is now Motif, and thousands of players on iOS and Android have one place to create and play.

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

Essay · Simulation · 30 September 2026

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

Essay · Intelligent products · 16 September 2026

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.