3 minutes in Selkie. One shot. No camera cuts.
Selkie is an environment we are creating to share what it's like to play in a world populated with Bitpart characters, powered by our AI engine, Director, and planner.
Bitpart Devlog 06.02.2026
+ Interactive Player Dialogue.
> Talk to NPCs at any time.
+ Coppola authoring tool updates.
> Project stats dashboard.
> Integrated link to Bitpart University tutorials and help docs.
+ New Archetype.
> The Cook.
It is now possible for anyone to get Bitpart from Epic's Fab marketplace, and learn how to bring game worlds to life with Bitpart characters through Bitpart University.
No Unreal experience necessary:
https://t.co/AS8xzthoAR
We are close to our next release on Fab Bitpart V0.2
New Archetypes
+ Townsperson: Browse table & shelves, lean
+ Bar Patron: Pick up, put down, drink, lean, dance
Coppola authoring tool features
+ Duplicate methods
+ Enhanced search: Find all usages of an Action
+ Dark mode!
Gave a talk at AI & Games conf on whether planners (GOAP, HTN) still have relevance in a world of Gen AI. I see opportunity for neurosymbolic approaches to AI for games that combine symbolic planning with neural language models. Fun live demo at the end. https://t.co/W4skVCxLij
We've been developing a framework to help us think about what features to prioritize next, and how all our features come together into gameplay experiences for players. More in our Substack post. https://t.co/Q8DAn5HgSu
Bitpart Devlog 03.27.2026
* Recently released Bitpart plugin for Unreal 5, SDK and the Aesop AI Director & multi-agent planner.
* 3 downloadable Archetype assets: Blacksmith, Barkeep, Farmer
* This week getting Coppola authoring tool ready for release.
We’ve added a third SDK. And this time, it’s for the 8,000 pound gorilla, Unreal 5.
@bitpartai enables game developers to easily add character behaviors to 3D models, and interactive affordances to props. In conversations with over 100 studios, the most frequent request was integration with Unreal. Our team has been working hard on this for several months. We will continue to deliver best-in-class gameplay for Unity and Roblox as well.
NEW VIDEO!
I chat once again with @jorkin, the AI programmer on FEAR, about his career after the release of the game. How it led him to grad school, building a game where AI behaviour was crowdsourced, and his new start-up @bitpartai.
Watch on YouTube: https://t.co/RL6yqqNsmf
The western saloon demo that we built to show to folks at last GDC exhibits several aspects of Multi-Agent simulation:
+ Characters navigate the environment.
+ Characters can carry props from place to place.
+ Characters can proactively initiate conversation or interaction with other characters.
+ The AI Director organizes subgroups of characters into casts, focused on shared activities.
+ Characters have configurable and dynamic affinities toward other characters.
+ Characters can hear nearby conversations, and chime in if they have something relevant to add.
+ Conversations can involve 3+ characters, including human players.
If you’d like to delve into these topics, take a look at our Substack, and sign up for our Tech Preview. Links in the comments below.
We’ve been working on some cool character tech since late 2022. We started development about a month before the debut of chatGPT.
The release of ChatGPT ushered in a wave of developers and startups focusing on chatbot NPCs. While this new capability was intriguing, we decided to stay the course with our focus on AI characters designed to participate in core gameplay in mainstream PC and console games.
Our characters are aware of their surroundings, interact with props and furniture, execute interruptible multi-step plans. They do converse as well, of course. Players can strike up a conversation with our characters at any time. But our dialogue content is authored by designers (with optional AI assistance), rather than generated on the fly, ensuring meaningful, grounded interactions.
For some applications, like XR, open-ended chat based dialogue could be beneficial, for example enabling hands-free voice input. It is possible to layer in this mode of interaction, integrated with our behavioral engine.
We started showing a demo of our characters to studios at GDC 2024, behind closed doors. We’d like to start sharing quick peeks at what we’re building more publicly in short video clips. To get started, here is a brief look at a bartender in a western saloon that we created in March for GDC, running with the Bitpart Unity SDK.
I’ve written a bit more about our bartender on Substack. If you’d like to explore Bitpart for your own project(s), we are signing people up for our Tech Preview. Links to both in the comments below.
We are hiring one more Unreal Gameplay Engineer at Bitpart AI. We build AI character behaviors & dialogue as a service on the cloud. Fully remote team.
Recommendations welcome - please share with your networks. 🙏
Responsibilities may include:
🚶 Character animation systems
👁️ Sensory systems & environmental awareness
🔫 Combat behaviors
📦 Cover systems
🤼 Squad behaviors
AI can't replace game designers, but it can assist in fleshing out the wide variety of ways a scenario can unfold. We shared some thoughts with @techreview
We now have a Substack for Bitpart. Our first post talks about a prototype we created called Prompt-to-Action (P2A). We gave a sneak peak of P2A at @Official_GDC in March, within the Simplest AI Trick in the Book session of the AI Summit.
When we use the term Action, we mean two things: First, we mean a performance, like “Lights, Camera, Action!” Second, we mean physical action in the environment — characters walking around, sitting on furniture, picking up props and using them in different ways, and using body language to interact with each other.
P2A uses @unity, @OpenAI GPT-4, @elevenlabs voices, and the @bitpartai SDK.
If you already saw this on Linkedin, my apologies for cross posting.
More details in the GDC Vault video and our Substack linked in the comments 👇
x-posting from Linkedin -- Tommy Thompson makes the best videos about AI in videogames.
Tommy approached me about a FEAR retrospective episode to help celebrate the @AIandGames youtube channel turning 10 years old. One of his questions was why FEAR is relevant almost 20 years later. I think a big part of that is due to Tommy making such great videos about it, keeping the interest alive!
I'm grateful that AI & Games has spotlighted the work, in several videos over the years, and it was a lot of fun to reminisce on this video with Tommy. Tommy has a unique insider perspective, having established himself as the go-to guy for Game AI consulting. I am excited to see how he connects the dots from FEAR to @bitpartai, in a follow up video he and I are working on.
I recommend subscribing to @AIandGames to get informed perspectives on game AI, complemented with Tommy's delightful Scottish brogue.