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Atelico AI Engine

On-device AI engine for games

On-device AI that runs everywhere. LLMs, image generation, text-to-speech, speech-to-text, facial animation, semantic search, and a full NPC character behavior system. All running locally, all under your creative control. Native Godot, Unity, and Unreal integration. No cloud. No server costs.

Built by AI and gaming industry veterans from Uber, Meta, SEGA, Creative Assembly, Stanford, and MIT.

Creative Control

Your authored content, your rules. Semantic retrieval, state machines, structured generation, guardrails. The AI does what you tell it. The opposite of "hope the LLM says something good."

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Runs in Your Game

GPU sharing with your renderer. Native Godot/Unity/Unreal. In-process, not sidecar. The engine shares your GPU through hardware scheduling. Zero frame drops.

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Runs on Device

No cloud, no server costs. Ships with your game. Metal, CUDA, iOS, CPU. Models as small as 250MB.

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Start in minutes

See your engine's language first.

# Godot 4 -- Talk to an NPC
var engine = AtelicoEngineNode.new()
var response = await engine.chat(
    "What should I do next?",
    "You are a helpful NPC."
)

AI that stays on script.

Author your content. Index it semantically. Let the AI find the right line at the right time, with guardrails that ensure it never goes off the rails.

Semantic KV Store

Authored dialogue, surfaced by context

Author hundreds of dialogue lines with metadata. The engine finds the right one based on context. Not generative slop. Your writers' words, surfaced at the right moment.

State-Driven Dialogue

Emotional arcs, not random tangents

Gate dialogue behind emotional states. Characters progress through your authored story beats: calm → nervous → defensive → cornered. Build branching narratives without branching code.

Guardrails Cascade

Layered safety, fully customizable

Keyword blocklists, ML classifiers, LLM judges, content rewriters. Start with a preset (ChildSafe, GameSafe). Then make it yours. Don't just block , rewrite.

Solving the murder offline: each question is matched to an authored line by meaning, and each character's emotional state gates what they will say next.

Hear, speak, and lip-sync.

Voice in, voice out, and a face that moves with it. All on device, all running in real time on the same hardware as the rest of the engine.

~56ms

1s of speech (Atelico TTS, M1 Max)

~30ms

1s transcribed (Whisper tiny.en, M1 Max)

<3ms

per facial-animation frame (Audio2Face, M1 Max)

Two TTS engines: Kokoro for high-quality narrative lines (54 voices, 9 languages) and Atelico TTS for high-throughput ambient barks with instant voice cloning.

Whisper STT for player voice input. Audio2Face emits ARKit-52 blendshape weights at 60 fps to drive any rig, including MetaHumans.

A spoken question is transcribed by Whisper, answered from retrieved lore by the LLM and spoken back by Atelico TTS. The Details panel shows each stage.

Generate images in ~1 second.

The proprietary Atelico IG model, purpose-built for on-device inference, generates high-quality images dramatically faster than anything else running locally.

~1s

M1 Max (Metal)

~4s

iPhone 13

~0.27s

RTX 5080 (CUDA)

Generate textures, item icons, character portraits, loading screens, at runtime, on the player's device. No cloud API costs.

Adapter support for fine-tuning to your game's visual style.

Atelico IG on an M1 Max: one step, 512×512, about a second per image.

Native game engine integration.

In-process, not sidecar. The engine shares your GPU with your renderer using the best hardware-level scheduling mechanism available on the platform. Zero frame drops.

Godot 4

Native GDExtension. Call from GDScript. Ships as an addon.

Unity

C# P/Invoke bindings. Drop-in integration. Async support.

Unreal Engine 5

UE5 subsystem integration. FFI bindings. Blueprint compatible.

Faster, lighter, frame-perfect.

Frame-time impact first, then everything else. Every number below is measured on consumer hardware (M1 Max, RTX 3090, RTX 5080), not on a datacenter GPU.

GPU sharing without frame drops

Game FPS on San Miguel @ 4K with on-device inference: Game-only baseline 123 FPS, Atelico CGS modes within 1 FPS of baseline (+0.0 to +0.6 ms per frame), Other (separate CUDA context) collapses to 3 FPS (+284 ms per frame).

Full per-mode breakdown and the lighter Sponza scene live on /ai-engine/gpu-sharing.

Decode speed vs llama.cpp

+9–56% faster

On every measured model, across CUDA and Apple Silicon.

LLaMA 3.2 1B Q4_K_M
614 tok/s
vs llama.cpp 539 (+14 %)
Gemma 4 E2B Q4_K_M
263 tok/s
vs llama.cpp 186 (+42 %)
Qwen 3.5 4B Q4_K_M
187 tok/s
vs llama.cpp 166 (+13 %)
Side-by-side decode-throughput charts. Left: CUDA on RTX 3090. LLaMA 3.2 1B 614 vs 539 (+14%), Gemma 4 E2B 263 vs 186 (+42%), Qwen 3.5 4B 187 vs 166 (+13%). Right: Metal on M1 Max. LLaMA 3.2 1B 258 vs 194 (+33%), Gemma 4 E2B 90 vs 83 (+9%), Qwen 3.5 4B 65 vs 42 (+56%). All values are pure-decode tokens per second, median of 5 runs.

Pure-decode, median of 5 runs. Atelico leads llama.cpp on every model in our matrix on both CUDA and Apple Silicon.

Multi-turn dialogue: prefix-cache speed-up

up to 4× faster TTFT

On a ~1,000-token persona prompt the engine replays the cached KV state from the previous turn instead of re-prefilling, dropping time-to-first-token from 347 ms to 83 ms on M1 Max.

Tiny on disk, tiny in RAM

~250 MB

Smallest model footprint (Bonsai 1.7B 1-bit MLX), up to ~1.15 GB at the top of the range. Mid-size 3B Q4 models fit in ~2 GB. Small enough to ship inside the game.

Everything you need.

Generate

  • • LLM Chat & Streaming
  • • Fast Image Generation
  • • Text-to-Speech, Speech-to-Text & Lip-Sync
  • • Hot-Swappable Adapters

Understand

  • • Semantic KV Store
  • • Prefix Cache
  • • Embeddings & Vector Search
  • • Multimodal Retrieval
  • • Text, Image, Audio Classifiers

Control

  • • Character Behavior System
  • • Structured JSON Output
  • • Guardrails & Content Safety
  • • Creative Control

Run

  • • GPU Sharing (CGS)
  • • Native Game-Engine Integration
  • • Unified SDK
  • • OpenAI-Compatible API
  • • Multi-Backend Routing

Coming Soon

2D Animation

Frame interpolation for sprite animation from keyframes.

Image Editing

Instruction-based editing (img2img). No new model weights needed.

Supported models.

Every modality, on-device, on the same engine. Load straight from HuggingFace; new models are added as soon as they come out.

Language Models

LLaMA 3.x · Qwen 3 / 3.5 · Gemma 4 (incl. MoE) · SmolLM 3 · Nemotron-H · Nemotron-3 Elastic · Bonsai 1-bit

Image Generation

Atelico IG

Audio

Whisper for STT · Kokoro 82M and Atelico TTS for TTS · Audio2Face for ARKit-52 lip-sync

Already shipping with Atelico.

Bobium Brawlers

Procedurally generated character art and in-game chat, all running on the player's device.

GARP

A life-simulation playground built on the Atelico behavior engine. Hundreds of agents, emergent dialogue, no scripted beats.

Be among the first studios to ship with Atelico.

Stay updated on our progress and grab one of the limited spots for early SDK access, priority support, and roadmap influence.

Built by AI and gaming industry veterans from Uber, Meta, SEGA, Creative Assembly, Stanford, and MIT.

Ready to add AI to your game?