The Systems
Understanding what a real place allows, and imagining what could happen in it.
skatrixOS
Every real place is a set of relationships. Surfaces meet, objects take up room, people move through the space. Software that works inside a place has to know about those relationships and what they enable. No system existed that could do that, so we built our own: skatrixOS, the stack our game runs on. Its movement engine handles the physical side: space, surfaces, movement and physics.
- Perception reads a real environment: its geometry, its objects, and what they afford.
- Motion adds physics and shared spaces, so three people on three continents can skate the same room in real time.
- Generation turns a description into playable 3D in seconds.
- Story holds what the world is about, and what happens in it.
- Adaptation shapes each world around how you play, so no two stay the same.
Reading what a place affords
Skaters read a city for what it affords (James Gibson's word): a curb to grind, a ledge to pop off, a stair to clear. Our movement engine reads a real room for the same things, in context, so a ledge beside a stair offers a different line than a ledge alone.
It maps what the room allows. An AI skater moves only inside that map.
brAIn, the story engine
brAIn helps creators carry a story from an idea or a script to a short film, with the characters staying themselves. It came out of the same years of building as the movement engine. brAIn is open in closed beta.
Systems beyond Skatrix
Years of funded R&D later, the tools we built for the game have become the platform we build Skatrix on, and they showed us how to build brAIn.
