Back to Portfolio

Persona.

A character intelligence prototype for games and simulations, exploring identity, population generation and adaptive behaviour.

Persona adaptive character engine title graphic with prototype interface panels

About the product.

Persona explores character intelligence for games and simulations through structured identity models and prototype population generation.

The work examined genetic foundations, evolutionary variation, learning, memory and interaction as research directions for modelling longer-running character behaviour.

The prototype considered how designer-defined constraints might support believable variation without relying solely on brittle scripting.

Highlights

  • Exploration of evolutionary character generation using genetic algorithms
  • Prototype pipeline from identity definition to runtime behaviour
  • Memory and learning concepts through interaction history
  • Research direction for larger populations and systemic worlds

Outcomes

  • Explored ways to reduce manual effort in creating larger casts
  • Investigated believability through learning and memory concepts
  • Considered systemic depth beyond brittle scripting
  • Tested controlled variation for world-building research

What it can do.

Foundation Studio

Explored defining genetic blueprints through DNA libraries for traits, roles, skills, personalities, and constraints.

  • Configurable DNA libraries and gene definitions
  • Attribute limits, weights, and constraints
  • Reusable blueprints for different worlds or genres

Character Forge

Explored diverse character populations through evolutionary algorithms, fitness, balance, and diversity goals.

  • Selection, crossover, and mutation pipelines
  • Fitness-driven population refinement
  • Seeded and constraint-based generation strategies

Adaptive Network

Explored learning, pattern recognition, and behaviour adaptation through reinforcement and imitation.

  • Context-aware decision-making
  • Behaviour adaptation based on outcomes
  • Emergent tactics and strategies over time

Interaction History

Explored persistent-memory concepts for significant events, relationships, and personality.

  • Event, emotional, and relationship memory
  • Significance-based retention and decay
  • Memory-driven behaviour and dialogue hooks

The tool in use.

Image 1 of 6. Persona adaptive character engine title graphic with prototype interface panels

Playing connects to YouTube, which receives your IP address and may use cookies or other storage. Read Google's privacy policy.

Persona: Character Data Prototype (Quick Walkthrough)

A recorded overview of Persona's character-data prototype, showing how profiles and variation were explored for RPG, simulation, and narrative pipelines.

Playing connects to YouTube, which receives your IP address and may use cookies or other storage. Read Google's privacy policy.

Persona: Character Data Prototype (Detailed Walkthrough)

A recorded walkthrough of Persona's genetic-pipeline exploration, showing configuration concepts, generation controls, and metadata ideas for long-running worlds and systemic gameplay.

A closer look.

Behaviour
Adaptive
Memory
Persistent
Generation
Genetic

What it is

A prototype exploration of character identity, population generation and behaviour for games and simulations.

Who it’s for

  • Game designers
  • Simulation developers
  • AI and systems designers
  • World-building teams
  • Technical directors

Where it fits

Explores character-data workflows for world-building, game-engine integration and runtime simulation.

Technical context

  • Evolutionary algorithms and genetic operations
  • Reinforcement and pattern-based learning
  • Structured data models for character systems
  • Prototype exploration for possible game-engine and simulation integration