The platform
The mind around the model.
A language model can talk. Genesis gives it a nervous system: Runtime for perception, reflexes and action; Gateway so they keep talking when a provider fails.
01
Your game
Captures the player's voice and world state, and executes actions.
02
Genesis Runtime
Builds character context, manages who is talking to whom, maps decisions to actions.
03
Genesis Gateway
Routes STT, LLM and TTS across providers, measures latency, fails over, bills.
04
AI providers
Interchangeable. Swapped without touching the game integration.
Genesis Runtime · the core
Hands up before the first word.
A model alone can only answer text. Runtime gives it perception, reflexes and real actions. It's where our research ships, and memory is next.
In · world context
{
"character": { "role": "companion", "state": "on_foot" },
"player": { "activity": "walking_to_vehicle", "speaking": false },
"world": { "time": "23:40", "weather": "light rain", "zone": "Vespucci" },
"vehicle": { "model": "Sultan", "owner": "player", "free_seat": "passenger" },
"radio": { "station": "Non-Stop-Pop FM" },
"addressee": null
}Out · speech + actions
"Passenger side's mine. And I'm changing the station."
Available to this character
reflex · gun aimed at NPC
→ HandsUp
reflex · gunshot nearby
→ Flee
reflex · tased
→ HandsUp
reflex · vehicle crash
→ Flee · Attack · WalkAway
Perception
- Time and weather
- Zone and interior
- Current activity and scenario
- Vehicle model, class, colour, damage
- Seat position
- Weapon, attachments, tint
- Clothing and outfit
- Nearby characters
- Radio station and song
- Death and police state
Memory In research
What we're building: separate memories of what happened, who and what they know, and what they promised. Recalled when the moment calls for it.
Actions and reflexes
Role-specific actions, from follow and drive to full police procedures. Threats like a drawn gun trigger local reflexes instantly, no model needed.
Multi-agent scenes
Several AI characters can share one interaction, talk to each other and coordinate. A speaker-routing component works out which nearby character the player is addressing.
Voice
No two characters should sound the same.
Procedural Vocal Identity gives each character a voice from its archetype, age, accent and role. A street vendor never sounds like a patrol sergeant.
Voices come from multiple text-to-speech engines through Gateway, with neutral and more expressive generation modes depending on the scene.
Genesis Gateway
When a provider fails, your characters keep talking.
Each turn's speech, language and voice go to whichever providers are fastest and healthiest right now. When one slows or fails, traffic moves to the next, and the game doesn't need to change a thing.
01 · Speech to text
150ms
- STT route A150ms
- STT route B210ms
02 · Language model
250ms
- Gemini 3.1 Flashskipped
- GPT-OSS 120B · Cerebras250ms
- OpenAI Realtime620ms
- Grok · OpenRouter680ms
03 · Text to speech
<100ms
- Inworld TTS-2<100ms
- Gemini TTS520ms
Representative timings. Inworld TTS-2 figure as published by Inworld: P99 time to first byte, server-side.
Routing is a policy, not a code change
Service modes are set per account in the dashboard. The game never picks models, so routing improves without a patch.
Economy~1.1s to first audio
Lowest cost per turn. Routes to efficient models and voices for high-volume, background characters.
Balanced~0.9s to first audio
The default. Trades a little latency for cost and quality across the whole turn.
Fast~0.5s to first audio
Lowest time to first audio. Prioritises the quickest healthy route at every stage.
Latency is measured at every stage
Gateway measures every turn from the player going quiet to the first audio back, and routes on what it sees.
- Request round-trip
- Ingress / egress latency
- STT latency
- LLM latency
- TTS latency
- Time to first audio
- Player stop → first audio
- p50 / p95 per route
One balance instead of five invoices
Users buy Genesis credits, not five sets of API keys. Cost is recorded per turn, so pricing holds as providers change.
Security and privacy
Built to be trusted with players and payments.
Account isolation
Accounts, credentials and usage are isolated server-side, and covered by security smoke tests for authentication, isolation and malicious input.
No card data
Payments run through Stripe, with Stripe Tax enabled. MotiveWorks never stores card details.
No raw IP retention
Analytics use coarse, city-level location derived at request time. Raw IP addresses are not stored for analytics.
Keys stay on the server
Provider credentials never reach the client. Games authenticate to Genesis, and Genesis talks to providers.
Genesis isn't tied to GTA V.
Game studios
Voiced, reactive NPCs without building and running an AI stack in-house.
Modding platforms
The same infrastructure that powers Los Santos Alive, for other worlds.
Simulation teams
Training and simulation environments where agents need to perceive and act.
Bring Genesis to your world.
We are working with a small number of teams on Genesis integrations beyond Los Santos Alive. Tell us about your game or simulation.
Demos run live in GTA V. Replies within two working days.