3 Minutes in Selkie
3 minutes in Selkie. One shot. No camera cuts.
Selkie is an environment we are creating to share what it's like to play in a world populated with Bitpart.AI characters, powered by our AI engine, Director, and Planner.
We are inspired by games that deliver immersive, living, breathing worlds, like Rockstar's Red Dead Redemption series. RDR2 took over 8 years to develop, with a team of 2,000 people, and a dev budget north of $250M. That's out of reach for most studios.
Our team at Bitpart is tiny. While it is far from an apples-to-apples comparison between RDR and Selkie, Selkie is a demonstration of what developers can create in an hour or two with Bitpart. Creating a living world can typically take teams weeks, or months, and in some cases years. We are trying to level the playing field to empower studios of any size to create dynamic living environments, freeing developers to focus their time on other things like story, quests, and combat.
In Selkie, the player can wander freely, encountering NPCs everywhere, who are traveling from place to place, doing their jobs, browsing in shops, or relaxing at the tavern. You can overhear NPCs as you walk by, and interrupt any NPC to engage in interactive conversation. A world filled with autonomous beings, multi-agent behaviors, and ample opportunities for player agency is world players want to spend time in. I WANT TO GO THERE.
Something I loved about RDR was the opportunity to just follow one NPC over long periods of time, watching how they carry out their day. We want to replicate this experience. About two minutes into this video, we start following the cook as he heads out to fill a bucket at the town well, to add to his soup recipe when he returns.