Vertical slice
Ashwind
Ride the thermals through a canyon city before the wind dies.
Action/iOS · Android/Unity
Elvento Labs · AI games
An AI game company for original and commissioned titles on mobile and PC. Generative models in the pipeline. Custom AI inside the game. A person still directs what ships.
In the studio · Ashwind, wind lanes from a generative grammar
01 — AI
Generative tools in production, and game AI the player can meet. Both sit under a written constraint and a Friday playtest.
Image, 3D, and motion models for concept, texture, variation, and animation. An art director holds the palette.
Dialogue, barks, and quest lines from a model bound to a character sheet and a tone guide. A writer approves what ships.
Utility AI, behavior trees, and agents for NPCs and opponents. The verbs stay designed by hand.
Levels, encounters, and layouts generated inside rules the designer wrote. The model fills the space.
Every model output is played. A gust, a line, or a level that fails the Friday build stays out of the game.
02 — Originals
Each card carries the real status of the work: in design, prototype, or vertical slice.
Vertical slice
Ride the thermals through a canyon city before the wind dies.
Action/iOS · Android/Unity
Prototype
A night market that rearranges when the lamps go out, and a courier looking for a song.
Narrative/PC/Godot
In design
Fire the kiln, glaze a creature, and see what walks out.
Roguelite/iOS · Android/Unity
Playable prototype
Four players. One signal. A bridge that leaves if the team hesitates.
Co-op/PC · Mobile/Unreal
03 — Services
Pipelines, in-game AI, and full productions. The same Friday build either way.
Art, animation, voice, and world variation from models, directed so the game still looks like one place.
NPCs, opponents, and systems that react. Language models where characters talk. Behavior models where they act.
Loops, levels, and the reason a player takes one more turn. The verbs come before the model.
Unity, Godot, and Unreal, with the model pipeline living in the same build a player can hold.
Events, dialogue, and encounters that can change after launch, with a person still approving the diff.
AI engineers and designers inside your production when the game already has a direction.
04 — Process
01
The player, the platform, and which part of the game the model should carry.
02
Palette, tone, verbs, and the rules the model has to obey.
03
One loop, playable, with one model in it.
04
Art, dialogue, and behavior sharing one scene.
05
Milestones, weekly builds, and a board anyone can read.
06
Store pages, a launch list, and a plan for what the model may change later.
05 — Start