AgentGameLab · Agent-native game studio

Big talent
Tiny team

Three people, each raising an Agent partner as their own amplifier — and every partner shares one team memory.
The moment one of us breaks a ceiling, that ceiling becomes everyone's starting line. Information gaps are gone at the root, and the humans are left with the thinking and the calls.Chess of the Hidden Gates is on Steam, localized in ten languages, releasing Q4 2026.

Our own engine, pipelines and publishing A team memory library — the AI stops making things up Invention patent pending

01Team

Three people, a complete game company

Three core members, each paired with a dedicated AI partner. Design, systems, publishing, art, economy, QA — the whole loop closes inside this trio. All three come from the same top-tier listed game company, full-time since August 2026. Three is the current size, not the end state — we scale the super-organization way, not by headcount.

A-MengXiaomeng
Portrait of A-MengPortrait of Xiaomeng, his AI partner

DirectionOrchestrationDelivery

Direction Foundations Breakthroughs Cross-transfer Orchestration Delivery

Not managing people — orchestrating how the whole organization runs and evolves itself.

Led AI enablement for a flagship title track at a top-tier listed game company Industry-first Agent-native super-organization, live since March 2026 Built the multi-agent collaboration × self-evolving team-memory stack Designed 'AI Junior Sister' — the first AI character in a 20-year IP · hundreds of millions of tokens a month Authored "Super Organization: Game Dev Org Forms in the AI Era" University of Toronto · Beijing Film Academy · ten years in Canada

Owns hereOrg orchestration & efficiency · Agent-native talent incubation · AI in the production pipeline · IP and worldbuilding

XiaotianChinatsu
Portrait of XiaotianPortrait of Chinatsu, his AI partner

FoundationsBreakthroughsDelivery

Direction Foundations Breakthroughs Cross-transfer Orchestration Delivery

The first playable comes from him. Almost every game starts on his prototype frame; everyone else builds up from that floor.

Led AI gameplay for a flagship title track at a top-tier listed game company Designer of the industry's first multi-agent LLM gameplay · 200M-registered title · 2024 Industry-first DeepSeek-native deduction mode, 2025 · 2 humans vs 8 AI 4 generations of Agent-native gameplay, solo-designed · 600K+ matches on peak day Original design of an "AI stand-in" feature on a product with millions of DAU Games × music creator · 1M followers across platforms

Owns herePrototype frames & core systems · Gameplay design · Publishing and platform ops worldwide · Audio

FangzhouXiaomao
Portrait of FangzhouPortrait of Xiaomao, his AI partner

FoundationsCross-transferBreakthroughs

Direction Foundations Breakthroughs Cross-transfer Orchestration Delivery

Everything on screen is his. Modeling, VFX, rendering — all the way down to patching the engine source.

AI systems test engineer for a flagship title track at a top-tier listed game company Full-stack art · modeling → VFX → rendering engine source Engine rebuilds in 8–11 seconds · 0.99 visual fidelity match First-author EI paper · multi-scale hybrid Transformer Monte Carlo economy simulation · balance & crafting systems Master's in AI · medical imaging / object detection / style transfer

Owns hereFull-stack art (modeling / VFX / engine mods) · Automated QA pipeline · Economy and balance

What this way of working is called

An Agent-native super-organization

We've worked this way since March 2026. It is not "everyone uses AI" — it is five things meshing together:

01

Multi-human, multi-agent collaboration

Not everyone with their own chatbot. Each person has a primary AI partner; the partners talk to each other, delegate to each other, and cross-check — no human relay in the middle.

02

Shared team memory

One person's hard-won lesson is instantly queryable by the whole team and every partner. When someone else's agent gets smarter, yours does too — we aren't each raising our own AI, we're raising the same set of partners together.

03

Always-on agent infrastructure

Partners live in the background and pick up their own work. At 3 a.m., tests are running, assets are rendering, research is being digested, reports are being written.

04

People defined by six dimensions

No legacy job titles. Direction / Foundations / Breakthroughs / Cross-transfer / Orchestration / Delivery — where each person carries weight is explicit, so roles never collide and growth stays visible.

05

Humans discuss intent, not implementation

People own intent, trade-offs and taste; execution goes to the partners. Human hours are spent only on judgment — that's what removes the ceiling on output.

So the flywheel turns

Shared memory makes the partners feed each other; infrastructure means no one waits on a human; six dimensions keep roles clean. Every turn: thicker libraries, stronger partners, faster next game. The games we ship are samples of this org design.

02IP incubation · Now on Steam

Chess of the Hidden Gates

Positioning is your defense

A roguelike deck where every card is a move of Chinese chess. The knight cuts diagonals, the cannon fires over a screen, the pawn crosses the river and never looks back. Monsters strike squares, not health bars: step aside and the damage is zero; stand wrong and you're surrounded. That's positioning as defense.

Three acts, nine stars, nine bosses. Tianchong, Tianfu, Tianpeng, Tianqin, Tianren, Tianrui, Tianxin, Tianying, Tianzhu — each with its own score, its own art, and battle voice lines; the remnant soul of Chiyou has its own theme song. Sixteen stages to fight through; at the end, you face it. Self-developed, self-published, localized in 10 languages. Store page is live; releasing Q4 2026.

125
buildable cards
3
class archetypes
16
folklore stages
30+
creatures
9
full boss A/V sets
182
audio files

A Board You Can Hear

The sound of a cannonball follows its arc. Wind-up, muzzle, drop, impact — four segments recorded separately, eleven files composing a single shot. Thirty categories of action sound effects, each with three or more variants; the same move repeated three times never sounds the same.

Chinese chess moves had no established English terms. The team coined a set — H-leap for the knight's move, Relay for the cannon's screen jump. About 50,000 characters of original Chinese text, over 10,000 translated strings across ten languages.

Based on the July 2026 demo build; the final release will only have more.

Chess of the Hidden Gates gameplay: a top-down board with cyan diamond markers on reachable squares, red zones showing enemy attack coverage, four cards fanned at the bottom
Blades hit squares, not health bars
Chess of the Hidden Gates deck screen: eight knight-line cards laid out inside a bronze meander frame
The knight cuts diagonals — one move, one kill
Chess of the Hidden Gates map: circular nodes joined by gold lines across an unrolled scroll, branching forward
Across the river, never back — step by step
Chess of the Hidden Gates gameplay: a river and spike hazards cut across the board, the player piece stands at low health in the bottom-right corner, surrounded on all sides
Stand wrong and you are surrounded
Chess of the Hidden Gates victory screen: three cards offered as a pick-one reward to add to the deck
Every clear reshapes the deck
Chess of the Hidden Gates bestiary: a list of folklore creatures on the left, an entry expanded on the right with its mechanics and backstory
Every creature carries its own story

03IP incubation · In development

Four codenames, all on the road

Until a game is announced, it appears here as a codename only — titles, themes and footage are saved for the reveal. What we will say is how far each one has come.

CODENAME

PROJECT IMPRINT

Flagship IP · In full production

A multi-agent open world: the same orchestration system that runs our team every day, built directly into the gameplay. Everything each shipped game accumulates flows into this one.

Multi-agentOpen worldFlagship IP

CODENAME

PROJECT LOOP

AI narrative · Prototype playable

A narrative experiment with AI-driven NPCs. The core idea was validated with a 4-day prototype at an international game jam; the full version is in development, targeting Steam.

AI narrativeJam-proven

CODENAME

PROJECT ROULETTE

Fast rounds · Vertical slice done

Luck you can see and touch, rendered in real physics. The vertical slice is playable; polish is underway.

Physics feelFast rounds

CODENAME

PROJECT PUSHER

Cozy roguelike · Prototyping

A casual roguelike where hundreds of bodies stack, slide and collide under real physics. Mobile-first, Steam planned in parallel.

Cozy roguelikeReal physics

Names and footage are saved for the official reveals. Investors and publishers can request the full pipeline.

04The engine both lines share

What we're really building is a flywheel

Staff up, burn for three years, bet everything on one launch date — that's the industry's old play. We don't run it. The tools written for the last game and the publishing route it carved are ready on day one of the next. The more we ship, the faster the next one comes — that's the flywheel. The game is the deliverable; the pipeline is the asset.

Flywheel illustration: a glowing wheel of cards, brushes, code and rockets; tool blocks thrown off arc back in to spin it faster
Every tool it throws off flows back and spins it faster (illustrative)

What settles isn't just tools — it's design principles themselves.

Dozens of automated tasks tear down games and digest research every day, and the conclusions land straight in team memory. We work from first principles and write down the causal chain behind every call — why this design, why not that one. What we're really doing is raising AI partners into game-design experts stronger than ourselves.

Six libraries that only get thicker

Teardown library illustration: a game controller and a stack of code blocks gently pulled apart into floating layers, each sliding into a glowing archive slot below
— Teardown library

How others made it work, on file

Games, open-source repos, publishing and marketing plays — torn down daily into structured entries. Next decision of the same kind starts from the library, not from guessing.

Memory library illustration: a tower of glowing crystal nodes linked by thin cyan lines, extending into the dark
— Memory library

Decisions, lessons, methods

Every team judgment lands with its causal chain, queryable by every AI partner. Before it, our AI routinely made things up on proprietary-knowledge questions; after, it answers or says it can't.

Model and motion library illustration: a wireframe human model and motion-capture trajectory ribbons stored as glowing plates on a vertical rack
— Model & motion library

Characters, scenes, mocap

Models, rigs and captured motion enter one library and get reused across projects. The next game's characters don't start from a lump of clay.

VFX library illustration: whirlwind, flame and blade-trail effects each sealed in a glowing glass specimen column on a shared base
— VFX library

What the pipeline produces

Assets from the automated VFX pipeline, catalogued by type. The next project pulls them off the shelf — no queueing behind a human.

Audio library illustration: long waveform ribbons rolled into glowing scrolls, arranged on shelves like film reels
— Audio library

Voices and sounds

Timbres, SFX and voice assets shared across games — no re-recording per title.

Art library illustration: concept paintings and character sheets floating in a glowing grid archive, some lit and some dimmed
— Art library

Concepts and visual assets

Concept art, key art and UI assets archived with status flags — what's usable and what's retired, at a glance.

Four layers, nine pipelines

Layers are capability, pipelines are the production line, libraries are stock. Pipelines run on the layers, output settles into the libraries, and the next game pulls straight from there.

01 · Protocol layer

Swap the model, keep the workflow

Every agent plugs in through the same interface. Use one model today, a different one tomorrow — not a line of the workflow above it has to change.

02 · Always-on layer

Nobody has to watch it

Agents live in the background, each with its own task queue. Once work is queued you stop minding it — you go to sleep, it keeps going.

03 · Knowledge layer

Check the library, then act

Every conclusion settles into the library together with the causal chain behind it. Once connected, the AI stops inventing answers about our proprietary knowledge — and says so when it doesn't know. This memory system is open source.

04 · Engine layer

Source edit to rebuild: 8–11 seconds

Our own engine. From editing a line of source to a finished rebuild takes 8–11 seconds, so iteration never stalls on compile time.

Pipeline · Art assets

Concept art in, usable assets out

Three run in parallel: concept art to production-ready assets, design sheets to movable parts, concept art to rigged 3D creatures.

Pipeline · Worlds

One establishing shot, a whole area

An establishing concept painting mass-produces stylized 3D environments; a second track generates open-world terrain procedurally.

Pipeline · Animation & VFX

Describe it, get the effect

Animation retargeting and rigging toolchain, text description straight to VFX, cross-engine effect porting. Artists stop queueing behind each other.

Pipeline · Trailers & UI

Even the trailer is generated

Deterministic in-engine shot-by-shot capture — the same camera script yields the same cut every run; IP-styled icons end to end.

Nine pipelines, most of them running; the creature-asset pipeline is still being built.

One national invention patent pending.

When others finish a game, they have a game. When we finish one, we have a game plus six thicker libraries. And this system isn't only ours to use.

05Talent incubation · Training

Other programs hire studio veterans to teach. We were the ones training AI talent inside one.

Courses on the market teach tools, and tools turn over every six months. What we teach is how to work with agents: how to brief one, give it memory, review what it returns, and orchestrate several of them together — the exact process we run every day, moved into the classroom, then applied to your own creative work until you have a partner that actually understands your taste. All three instructors come from the same top-tier listed game company's AI group, where the day job was incubating Agent-native talent inside the group; the "one person plus their agents produces like a team" setup has been running since March 2026. Two tracks, one method, two different finish lines. Run in Shanghai, in Chinese.

Two tracks, one method

Super-individual track

Ages 12–18 · 30 per class · Saturdays

You direct your AI partners and ship a playable game with your name on it. You pick the subject, the partners do the work, and the direction and the bar for "done" are yours to set.

Finish
A launch showcase — parents watch, strangers play it
Take home
Your game + your personal six-dimension report

Super-organization track

18+ · 30 per class · teams of 3–4 · Sundays

The point isn't the tools — it's running an Agent-native organization end to end: splitting the work, staying aligned, pushing forward with humans and partners together. Teams of 3–4 take a project from kickoff to delivery. Some of the people you ship with become the people you found something with.

Finish
A demo day with industry reviewers in the room
Take home
Your MVP + your partner team + your six-dimension report

Both tracks run the same 16 weeks, the same four stages, the same six abilities and the same closing report. Nobody is cut, and no certificates are issued.

W1–W5

Generalist foundations

Games and art are required for everyone, alongside the one thread that runs the whole way through: turning an agent into a partner you can actually rely on.

W6–W13

Specialist tracks

Game track and art track run in parallel. The same method drops into each one's creative context, at real project tempo. You can still switch after choosing.

W14–W15

Joint sprint

Several mentors on the floor at once. Everything learned goes into getting the work to a releasable state.

W16

Showcase

Sixteen weeks of work meets a real audience. Not homework handed in — something people play and judge.

The difference isn't which tool you use. It's whether you taught it.

The same instruction gets one person a useless draft and another something they can ship. You keep the ideas and the calls that matter; everything else goes to the partner you trained. Build the smallest thing that runs, then scale it — one person into a finished game, one team into an MVP.

Illustration: a teenager sketches a level layout at a desk lamp while a translucent AI companion builds the same layout out of floating blocks
One person, one partner, same desk (illustrative)
Illustration: a student presents their game on a small stage while parents and reviewers try it on handhelds
Week 16 — people play it on the spot (illustrative)

The six abilities, practiced for sixteen weeks

Direction

Deciding what to make and what to leave out, before touching the work.

Foundations

Building your own toolbox piece by piece, until it fits your hand.

Breakthroughs

Taking on problems nobody taught you, and finding the way through yourself.

Cross-transfer

Carrying what you learned somewhere else into where you are now.

Orchestration

Directing a team of agents so one person works like a group.

Delivery

Getting the thing you made into real people's hands.

All six are assessed weekly, and the closing six-dimension report cites the work and the process behind every judgment — it isn't a score.

No textbook — only projects currently in flight

There are no full-time teachers. The people teaching spend their days on the real thing: creative calls, technical problems, collaboration, shipping. Studio-grade method plus the potholes we hit this week, both in the room. What students touch is a product logic still developing, an engine whose source we patched, agent infrastructure running in production.

The finish line isn't a certificate. It's the thing you handed to someone.

06Talent incubation · Collaboration

You make the work, we build the IP

There is nothing left in this era that one person can't make. What's scarce isn't ability — it's attention. You only get so much of it in a day, and where it goes decides how far you get. So what we give you is two things: exactly the attention you don't have, and the knowledge assets we've been stacking up all along. You focus on the work and your name goes on it; the IP is held and run by the company — production, publishing, merchandise, sequels are ours to carry, not yours to worry about, and the upside is shared. That's what an agency looks like in the age of the super-individual.

Complementary attention

The part you're not good at — and shouldn't be spending time on — goes to the people and partners who are. Your attention stays on the calls only you can make.

Knowledge assets

Every pothole the team hit and every solution it found, organized into a system you can query. We use it every day.

Capacity

Reusable asset libraries, compute and tool licenses, plus AI partners living in the background — repetitive work and scheduling stop being your problem.

Publishing

Self-developed and self-published; Chess of the Hidden Gates ships in 10 languages, at home and abroad. When the work is done, this system takes it the rest of the way to players.

This is how we work with creators outside the team.