Portfolio WIP · Production System

Agent OS For An AI-First Mobile Game

An LLM-first modular game production system that turns creative direction into contracts, validators, previews, handoffs, and reviewable build artifacts.

Locally reviewable Benchmark-only tuning Placeholder selectors Runtime gated

Production Loop

Creative Direction Becomes Build Evidence

System pipeline from creative direction to source packets, module factory, contracts, validators, handoff stubs, outcome review, and observability feedback. Click to expand
Structured source packets move through contracts, validators, handoff stubs, outcome review, and observability feedback without claiming runtime readiness.

Current State

Readable At A Glance

Production System WIP, reviewable
Runtime Game Not yet
UI Proof Static scaffold
Adapter Handoff Closed

Three Proof Lanes

How The Factory Shows Up

System Factory

Creative inputs become module contracts.

Directors, substrates, generators, validators, and gated adapters keep the work legible before runtime begins.

Architecture case study
Tuning Lab

Benchmark evidence exists before game economy canon.

Scenario breadth, pass bars, sensitivity notices, and regression examples stay in a benchmark-only lane.

Tuning stack case study
UI To Contract

Visual sources become reviewable screen artifacts.

The battle-screen lane carries visual direction, semantic blockers, a bounded scaffold, and readiness reporting.

UI pipeline case study

Module Map

Separated Roles, Gated Adapters

The useful output is not a single demo screen. It is the repeatable chain that turns loose intent into artifacts another engineer or agent can inspect.

Module ecosystem diagram showing active modules, planned modules, boundary-only modules, and gated adapters. Click to expand
Solid modules have current proofs or review surfaces. Faded dotted modules are planned, boundary-only, or gated and are not runtime/game-canon approvals.

Acronym Legend

Module Names In The Map

DirectorsDII Design Intent Intake · GTA Global Tuning Architect · UICO UI Construction Orchestrator · VDO Visual Direction Orchestrator
SubstratesPMM v2 Progression Math Module v2 · GSDT Game Systems Digital Twin · GOCR Game Ontology & Canon Registry · SCS Screen Contract System · ESE Effect / Status / Event Engine
GeneratorsISG Implementation Scaffold Generator · ABB Asset Bundle Builder · KBG Kit / Behavior Generator
ValidatorsBSS Benchmark Scenario Suite · CMCH Cross-Module Compatibility Harness · VD Validation Director
AdaptersRUIA Runtime UI Adapter · Replit/Expo runtime scaffold target later
Planned / gatedDMA Decision Model Architect · CPD Content Production Director · MOA Monetization / Offer Architect · WBNO World Bible / Narrative Ontology · LWD Lore / Worldbuilding Director · DA Decision Architecture · TSP Theme / Style Package · VFXG VFX Grammar · SHS Sim Harness Suite

Evidence Strip

Visual Proof Anchors

Visual Direction Orchestrator product-owner interface with source preview, generated candidates, style levers, and blocked semantics.
VDO workspace Visual direction as an inspectable control surface.
Selected mobile RPG battle-screen visual candidate A.
Candidate A Selected visual source, not final game canon.

Current Boundary

What Is Real, Placeholder, Or Blocked

Real Portfolio-ready production-system snapshot, captured media, source manifests, benchmark suite, and static scaffold evidence.
Placeholder AQ-070 selectors exist only for AQ-068 observability testing.
Blocked Runtime adapter work, Replit handoff, real-game tuning, final art direction, lore, monetization, and gameplay canon.