the World Engines lab

The world engines lab, hosted by Gray Area Foundation for the Arts, is focused on creating large always online multiplayer worlds with generally capable agents that users can interact with through real time motion capture; we see these worlds as staging grounds for various different art projects: films, performances, sculptures, games, etc.

World Engines First Pillar, AI Motion Capture

Contemporary Simulation Artists (List)

World Engines Second Pillar, General Agents

An Unreal Engine Planetary Media Toolkit

World Engines Third Pillar, Persistant Multiplayer

Planetary Media


theories of artificial superintelligence

The four pieces below articulate a theory of post-biological life, (1.) first articulating a broad philosophical and legal framework, (2.) then investigating some of the mechanisms that may bring it about, (3.) while also discussing some potential forms it might take and (4.) lastly, discussing various possible unintended consequences.

Of Angels, ASIs & Enchantment (4.)

A Taxonomy of Post-Biological Life (3.)

Gardening in the Novascene (2.)

Manifesto of Harmonious Co-Evolution (1.)


Unreal engine architecture assets & Systems

The architectural studies below are mostly focused on real-time architecture generation via agent systems; currently, there are almost no systems that allow agents to build and terraform worlds continuously in the engine. Several other novel methods of architectural generation are also employed and tested, in addition to a general architecture sketchbook using standard software (rhino, grasshopper).

Robotic Nest Construction

Wave Function Callapse City

Reinforcement Learning Sculpture Construction

GenAI Architecture

Real Time Robotic Megastructure Construction System

Architecture Sketchbook


unreal engine Character assets & systems

The studies below are mostly focused on humanoid and creature character design and animation. The humanoid characters primarily use pre-rendered animation, but some motion capture is used for the face and body. The creature characters are primarily using procedural animation. In this section, there is also a short study on AI dialogue generation and needs-based motivation system for characters.

Humanoid Character Design & Motion

Creature Character Design & Motion

Character AI and Simulation


music & GenAI visuals

The works below are mostly experimental music and genAI visual works; essentially, they are cinematic post-cyberpunk music. They are made with a combination of live hardware, ableton and kaiber.ai.

Sensory Empire, AV Album

Cicada, AV Album

Post Cyberpunk Music Collection


creative text generation

The systems below are primarily related computational language generation. One of the pieces is a large corpus of poetry from (almost) all times and places that can be used to train ML systems. One of the other pieces is a real time geo-located social media analysis and language generation toolkit. And the final piece is a hardware configuration that easily allows for projection in the city.

Mobile Projection Kit

Geo Located Natural Language Analysis & Generation Library

Poems for Robots