Real AI for video games (Iconic Games)

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Pressure Point: A Digital Actor Showcase — Iconic

July 14, 2026

Pressure Point: A Digital Actor Showcase

Click to play the demo before reading!

Towards a New Medium of Interactive Storytelling

At Iconic we are a team of AI researchers and game-makers with decades of<br>combined experience, assembled around a single belief: the next great medium<br>of entertainment won't be stories you watch, it will be stories you live.

The key enabler of this medium is the Digital Actor : an AI performer built<br>from the work of a writer, a creative director, and a human actor. It<br>performs the way an improv artist would, holding character, reading the<br>player, shaping the scene as it unfolds. And where a human can perform live<br>for one audience at a time, a Digital Actor streams that craft to every<br>player at once, each meeting a performance made for them alone and faithful<br>to the story and the creative direction behind it.

Pressure Point is the first public showcase of Iconic's Digital Actor<br>technology: a short, linear scene in which you spend a few minutes alone on<br>the bridge of a failing submarine, speaking over the radio with James, an<br>officer who must be talked through an impossible decision. The path is set;<br>how you act is not. Whatever you say, James answers in character, and the<br>scene still moves through its narrative beats to the ending its writers<br>intended.

I think this was a really impressive demo, and it was the first time I<br>really enjoyed interacting with an LLM-driven NPC. I am surprised that<br>this was all possible with local models, something that is of course<br>crucial for this type of technology to actually be deployed in games.<br>Other demos I've seen needed to do the round-trip to some datacenter,<br>which introduces lag and is not economically feasible. I had a great<br>time trying to understand and convince James. Even the voice "acting"<br>was good (especially compared to other generative AI NPC demos I've<br>seen). Surprisingly, James seemed to understand everything I said, and<br>it felt like I could actually affect his thinking, while enjoying a<br>well-crafted narrative.

Julian Togelius<br>Professor of Computer Science and Engineering,<br>New York University *<br>Member of AI Advisory Council,<br>Unity *

Keeping a dynamic character strictly within the guardrails of a<br>human-authored story, while leveraging the power of Gemma 4 to<br>maintain the conversational fluidity and emotional nuance of a<br>trained improv actor, is a massive technical and design challenge.

But impressive technology isn't enough; is it fun? That's what<br>actually matters.

Creating digital actors that respect a writer's intent while giving<br>players unprecedented agency is going to be a foundational pillar for<br>a new generation of interactive entertainment. Congratulations to the<br>team at Iconic for pioneering this space.

Alexandre Moufarek<br>Director,<br>Google DeepMind *

The natural-language conversation was really good. What stood out is<br>that I could explore around the writing and have a real conversation in<br>the space we were walking through together, rather than being dropped in<br>front of an NPC and told to "go ahead and talk to it." About 99% of<br>these demos fail at exactly that, whereas Iconic actually brought me in<br>and gave me something to talk about. I'm someone who normally finds<br>talking to an NPC out loud awkward, and here I didn't; it felt natural<br>and easy. The character's ability to reason from very little information<br>was better than I expected. Constraining everything to a single small<br>space is a clever way to control the experience, and setting it beneath<br>the ocean cleverly hides latency, since a slight delay feels right when<br>sound has to travel through water. The only hiccups came from my own<br>machine rather than the model, and being able to mess with the system<br>was genuinely fun.

Wesley Kerr<br>Head of Technology Research,<br>A leading game company *

I watched several people interacting with the Digital Actor and I was<br>impressed by its fast and game-relevant response but also its capacity<br>to stick to the game narrative despite the serious efforts of players to<br>break it. Speech to text works remarkably well and gameplay feels<br>adaptive while being very well controlled. It is a great demonstrator of<br>what AI technology can offer to push game development to the next level<br>of personalization, both realistically and practically. The AI and games<br>Summer School participants were impressed by the live demo delivered by<br>[Iconic], arguably one of the best presentations delivered in the school.

Georgios N. Yannakakis<br>Co-Founder,<br>humanfeedback.ai *<br>Professor at the Institute of Digital Games,<br>University of Malta *

The interaction is very naturalistic. It feels like an escape room<br>essentially, with a single location. I really like the interaction that<br>you have with a player by voice, because it feels very natural and<br>controllable. It gives a different embodiment and a different<br>interpretation to this automaton, that is kind of losing its humanity<br>behind the mechanism: the...

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