ELVENTOLABS

Elvento Labs · AI games

AI games
built to
be played.

An AI game company for original and commissioned titles on mobile and PC. Generative models in the pipeline. Custom AI inside the game. A person still directs what ships.

In the studio · Ashwind, wind lanes from a generative grammar

Generative artLanguage modelsNPC behaviorProcedural levelsUnityGodotUnrealiOSAndroidPCGenerative artLanguage modelsNPC behaviorProcedural levelsUnityGodotUnrealiOSAndroidPC

01 — AI

Models in the work.

Generative tools in production, and game AI the player can meet. Both sit under a written constraint and a Friday playtest.

  1. 01

    Generative production

    Image, 3D, and motion models for concept, texture, variation, and animation. An art director holds the palette.

  2. 02

    Language models

    Dialogue, barks, and quest lines from a model bound to a character sheet and a tone guide. A writer approves what ships.

  3. 03

    Behavior

    Utility AI, behavior trees, and agents for NPCs and opponents. The verbs stay designed by hand.

  4. 04

    Procedural play

    Levels, encounters, and layouts generated inside rules the designer wrote. The model fills the space.

  5. 05

    A human pass

    Every model output is played. A gust, a line, or a level that fails the Friday build stays out of the game.

03 — Services

What we build.

Pipelines, in-game AI, and full productions. The same Friday build either way.

  1. 01

    Generative pipeline

    Art, animation, voice, and world variation from models, directed so the game still looks like one place.

  2. 02

    In-game AI

    NPCs, opponents, and systems that react. Language models where characters talk. Behavior models where they act.

  3. 03

    Game design

    Loops, levels, and the reason a player takes one more turn. The verbs come before the model.

  4. 04

    Production

    Unity, Godot, and Unreal, with the model pipeline living in the same build a player can hold.

  5. 05

    Live models

    Events, dialogue, and encounters that can change after launch, with a person still approving the diff.

  6. 06

    Co-development

    AI engineers and designers inside your production when the game already has a direction.

How an engagement works

04 — Process

From brief to build.

  1. 01

    Brief

    The player, the platform, and which part of the game the model should carry.

  2. 02

    Direct

    Palette, tone, verbs, and the rules the model has to obey.

  3. 03

    Prototype

    One loop, playable, with one model in it.

  4. 04

    Slice

    Art, dialogue, and behavior sharing one scene.

  5. 05

    Build

    Milestones, weekly builds, and a board anyone can read.

  6. 06

    Ship

    Store pages, a launch list, and a plan for what the model may change later.

05 — Start

Bring a player, a platform, and the part of the game the model should carry.