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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.

  1. 01

    Your game

    Captures the player's voice and world state, and executes actions.

  2. 02

    Genesis Runtime

    Builds character context, manages who is talking to whom, maps decisions to actions.

  3. 03

    Genesis Gateway

    Routes STT, LLM and TTS across providers, measures latency, fails over, bills.

  4. 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."

FollowEnterVehicle · passenger

Available to this character

FollowWaitHereWalkAwayEnterVehicleExitVehicleDriveFollowVehicleEngineOffSitLeanGiveTakeUseDiscardHandsUpKneelResume

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.

The research behind Runtime

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.

Genesis Gateway · routemode Fast · region EU

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
↻ failover · LLM latency over threshold, rerouted mid-sessionturn total 0.50s

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.