Back to Portfolio

Products

Persona

A paused prototype exploration of character intelligence for games and simulations, retained as an unreleased record.

Ownership
Infinitus Interactive
Type
Games & Apps
Status
Paused development · Unreleased
Persona character intelligence system showing generation, memory, and adaptive behaviour workflows

Project metrics

Adaptive

Behaviour

Persistent

Memory

Genetic

Generation

About

Persona was a paused-development prototype exploration of character intelligence for games and simulations. The work explored a structured approach to defining identity, creating prototype populations, and modelling longer-running character behaviour. It examined genetic foundations, evolutionary variation, learning, memory, and interaction as research directions rather than a current product capability. The prototype considered how designer-defined constraints might support believable variation without relying solely on brittle scripting. It is paused and unreleased, and the public record is retained as an account of that exploration.

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 is

A paused, unreleased prototype exploration of character intelligence and simulation concepts.

Who it's for

Game designersSimulation developersAI and systems designersWorld-building teamsTechnical directors

Where it fits

Was explored as an upstream and runtime character-data concept, rather than a currently available gameplay system.

Technical context

Evolutionary algorithms and genetic operationsReinforcement and pattern-based learningStructured data models for character systemsPrototype exploration for possible game-engine and simulation integration

Capabilities

What it can do

01

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
02

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
03

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
04

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

Gallery

Images

6 images

Media

Videos

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.

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.