A ranger looks towards a citadel lost in the mist.

NARRATIVE AI FOR VIDEO GAMES

Characters.
Memory.
Presence.

Build game characters that remember player actions, form evolving relationships, and act within the game world. Narrative AI in service of your vision.

Built for Unity Designed for studios

Every encounter leaves a mark.The next begins with a history.
ILLUSTRATIVE WORLD · ESYLE
NARRATIVE BECOMES A SYSTEM

Persistent memory

Evolving relationships

Contextual actions

Unity integration

INTELLIGENCE IN SERVICE OF STORY

Your world has a story.
So do your characters.

An action remembered. Trust earned. A decision shaped by the situation. Esyle connects narrative AI to your game’s events, bringing continuity to every encounter.

BEYOND A LINE OF DIALOGUE

Depth.
In every interaction.

Six capabilities to make your NPCs
active participants in your world.

01

Memory that matters

Past encounters, promises and decisions shape future interactions.

Remember what shapes what comes next.
02

Relationships that evolve

Trust, suspicion or attachment: relationships grow through the player’s actions.

A bond beyond dialogue.
03

A sense of danger

A threat changes priorities. The character adapts its behaviour to the urgency of the scene.

Respond to the world, beyond words.
04

A coherent scene

Location, nearby characters and events ground every line of dialogue.

Every response belongs in your world.
05

Intentions into action

Guide, warn, flee or help: narrative intentions become actions defined by your game.

From narrative to gameplay mechanics.
06

Built for Unity

Connect your events, character states and actions to integrate Esyle into your scenes.

Your game stays at the centre.

ONE SCENE. MANY POSSIBILITIES.

The same character.
A different history.

Change your shared past.
See how it changes the encounter.

ILLUSTRATIVE SIMULATION
Lyra, a ranger near a citadel.
THE ELDRA MARCHES
RANGER · SCOUT

Lyra

You ask her to guide you
to the citadel.

WHAT GUIDES HER DECISION
MEMORYYou saved her brother
RELATIONSHIPTrusting

The scene is calm, for now.

CONTEXTUAL ACTIONLead you to the passage
“I haven’t forgotten what you did for my brother. I’ll show you the passage.”
CONTEXT CHANGES THE ENCOUNTER

A meaningful memory changes the relationship and opens up another action.

A scripted example illustrating Esyle’s capabilities. This local simulation does not call the AI engine.

FROM YOUR WORLD TO THEIR DECISIONS

Your vision.
Their way of being.

Esyle fits into your game loop.
You define the narrative framework and available actions.

01

Define the character

Their role, backstory, personality and the limits of their knowledge.

02

Connect the context

Game events, relevant memories and the state of the scene.

03

Let an intention emerge

A response and behaviour informed by the situation.

04

Stay in control of the action

Your game logic validates and executes permitted actions.

UNITY / SDK

Built for your scene.
And your team.

Connect narrative to what actually happens in your game. Start with one character, one scene and one behaviour to explore.

  • A distinct narrative identity for each NPC
  • Events from your game logic
  • An action catalogue defined by you
Discuss Unity integrationSDK access, Unity versions and integration scope: to be discussed together during the demo.
INTEGRATION LOOPUNITY · ESYLE
Your Unity sceneAn event occurs
event
Esyle contextMemory · Relationship · Situation
intention
Your game rulesAction validation and execution
action

The character proposes an intention.
Your game decides what can happen.

YOUR WORLDS, THEIR STORIES

Where characters
make all the difference.

01

NARRATIVE RPGs

Companions with a shared past.

Let yesterday’s choices shape your party’s conversations and decisions today.

02

IMMERSIVE WORLDS

A village that remembers you.

Give inhabitants continuity between encounters as the player’s story unfolds.

03

ADVENTURE & SURVIVAL

When the situation changes, so do they.

Explore allies whose intentions adapt to danger and events in the world.

GOING FURTHER

Before our
first meeting.

Is this just a dialogue interface?

Esyle focuses on character continuity: what they know, their relationship with the player, how they read the situation and the actions they can propose. Dialogue is part of that experience.

Can we start with a single scene?

It’s a good starting point for a concrete use case: one NPC, one event, a few memories and a small set of actions. The demo lets us explore this scope with your team.

What can we evaluate during a demo?

Your scenario, the consistency of reactions, the Unity integration framework and your project’s constraints. Performance, costs and access terms need to be evaluated for your use case.

BRING YOUR NEXT ENCOUNTER TO LIFE

Your world.
Your characters.
Let’s talk about what’s next.

Building an RPG, a narrative adventure or an immersive world? Let’s start with a scene from your game.

A conversation about your project, your characters and your integration requirements.

Request a demo

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