Gamemodes applies behavioral psychology to NPC behavior — an AI-native engine that generates psychologically authentic, dynamic dialogue across 6 projects and 79K+ lines of code. Runs on consumer hardware with 1-bit quantized models.
For decades, NPCs have been limited to pre-written dialogue trees. Gamemodes applies multi-layered behavioral psychology to NPC behavior. The engine generates contextually aware, psychologically grounded dialogue in real time, at a cost and compute footprint that works on any gaming PC.
NPCs are driven by multi-layered personality profiles — protective, reactive, and vulnerable behavioral states that govern behavior based on emotional state and relationship context. Every response reflects the character's internal behavioral system.
Our engine uses 1-bit quantized models (~1GB VRAM) to run entirely on local hardware — no cloud dependency, no latency, no per-call API costs.
The core engine is designed for general applicability. We've proven it across three distinct game worlds — the architecture adapts to any game genre or setting.
Model-agnostic design. Swap between any OpenAI-compatible LLM at runtime — from 1-bit models to frontier models — without changing a line of game code.
If the LLM is unavailable, the engine falls back to curated dialogue organized by psychological mode. The game never breaks.
Integrated pipeline for generating, validating, and filtering fine-tuning data — producing thousands of high-quality Alpaca-format examples.
Gamemodes operates across six interconnected projects — each proving a different dimension of the psychology engine's capability.
Shadow City is a noir RPG designed to showcase the Gamemodes NPC engine. Set in a rain-soaked dystopian metropolis where six factions wage silent war, it demonstrates the full capability of the psychology engine — quest systems, faction progression, mortality, and dynamic NPC-NPC interactions — all powered by psychologically grounded dialogue generation.
A Skyrim Special Edition mod that replaces canned voice lines with real-time, psychologically grounded dialogue. Players type messages to NPCs via a console command; the engine generates responses through a C++ SKSE plugin communicating with a local Python dialogue server with dual-provider architecture.
The only project with a fully trained model in the portfolio. A Fallout 4 mod using F4SE plugin to capture player input, route through a Python dialogue server, and generate wasteland-appropriate dialogue. Nine NPCs across five factions with full psychological profiles and an affinity system.
The core fine-tuning and engine project. Trains lightweight LLMs to generate psychologically authentic NPC dialogue, with a complete data pipeline from generation through deployment. Pipeline is built and ready — data generation is the current focus.
Chat with NPC personalities powered by the Gamemodes engine. Each character has unique traits, backgrounds, and dynamic relationship progression.
Our phased plan to move from research prototype to production deployment and enterprise API.
$GMODE is the access token for the Gamemodes Behavioral Engine API. A software utility asset powering NPC intelligence at scale.
A chronological view of milestones, launches, and stabilization work across the Gamemodes portfolio.
Whether you want to contribute, invest, or just learn more — we'd love to hear from you.
✉ gamemodes.dev@gmail.com