We make things to help game creators craft more expressive & accessible characters, stories, and worlds.
Powerful AI-based tools & engine, fueled by a deep understanding of game design.
Cognitive AI for Better Player Experiences
We believe that technology has the power to not only make games even more accessible, but also to surprise and delight the player. We blend powerful machine learning techniques, a well-known supercomputer, and also our own proprietary technology layer.
But best of all, we make our tech easy to integrate and empower you to maintain your creative voice.
Expressive Player Input, Expressive Game Output
We enable experiences in which players can communicate naturally with game characters and crucially, be deeply understood by the game. We allow players to have unique conversations with NPCs, thanks to our powerful AI.
We’re also using our technology to provide a highly customizable AI-based solution to combat harassment in online games.
We help you reach beyond the limits of VR and AR
VR/AR makes players feel that NPCs are more like real people* – but the disconnect with satisfying physical fidelity vs. character interaction breaks immersion when there’s no acknowledgement of speech or gestures. Our technology helps to solve that challenge.
*based on doctoral research by Mobius AI team
Tools to help you build expressive experiences
The Mobius AI Suite
All the tools you’ll need to craft intriguing and believable game characters and deeply immersive interactive experiences.
Mobius Abuse Monitor
We believe in using technology to make games a more accessible and welcoming place. Many online multiplayer games have an unfortunate reputation for abusive language, driving players away. While some games provide tools to report anti-social behaviour, they must still be vetted by a human moderator, who needs to gather all the information they can about reported situations. This requires significant investment that is too prohibitive for many games developers to consider.
There is a better way!
Mobius are building intelligent tools that will automate many of the process required to tackle the problems of community management. We provide nuanced, context-sensitive abuse monitoring which acts according to a player’s individual level of comfort, and makes every player feel safe.
And There's More
We have other exciting tools in the pipeline that we are super-excited about, so we thought we’d share a few tantalising details with you.
- Mobius Coach – will enhance player capability and enjoyment through smart in-game help, offering dynamic, custom coaching, to intervene when they are struggling.
- Mobius Director – a full suite of intelligent directing tools, responsive to multiple player interactions with game environment and characters, to envelope the player in the theatricality of gameplay.
- Mobius Analytics – AI tools to improve player attraction and retention.
Introducing our growing team.
Steve Andre - CEO
As founder, Steve sets business strategy, oversees execution and likes to work closely with our clients. He has 25 years experience in the technology industry, working in the US, Europe and Asia with IBM and Accenture.
Jon Green - COO / CFO
30 years experience in consulting, technology and finance, previously Vice President CSC UK, Fujitsu Services UK Sales Director, IBM Europe BPO Executive, PwC Consulting Partner, and Price Waterhouse ICAEW.
Dr Mitu Khandaker-Kokoris - CCO
A critically-acclaimed game developer, Mitu brings her creative & technical expertise to the Mobius team. Her PhD looked at how VR changes our relationship with game characters. She is an Assistant Arts Professor of Game Design at NYU & a BAFTA Breakthrough Brit.
Kevin Denyer - Lead Architect
A Chartered Engineer with over 30 years experience in software development & enterprise architecture, Kevin is a trusted advisor to multiple global organisations & brings expertise in systems design, architectural thinking, data science, & AI.
Emily Short - AI Suite Manager
A well-known, leading voice in the Interactive Fiction community, Emily has released over two dozen solo games, as well as contributing to indie games such as Sunless Sea and doing R&D work for Telltale Games and others.
Aaron Reed - AI Specialist
An interactive narrative researcher, writer, and award-winning game designer, Aaron’s work has been featured at IndieCade, GDC, SXSW Slamdance, PAX, & GaymerX. His PhD research at UC Santa Cruz studied new ways of making stories meaningfully interactive.
James Ryan - AI Specialist
A researcher in expressive dialogue systems, social simulation, and emergent narrative, James is finishing up his PhD at the Expressive Intelligence Studio at UC Santa Cruz. His creative output includes Bad News, an AI-driven immersive-theatre experience and IndieCade selection.
Alan Hinchcliffe - Senior Engineer
A game developer with over 16 years experience in multi-platform software development. Alan brings extensive experience creating solutions in many areas including AI, networking, computer vision, rendering, and user interfaces.
Dr Julian Togelius - Advisor
A leader in research on artificial intelligence in games, Julian has invented influential methods for procedural content generation, player modeling and learning game agents. He is currently an Associate Professor at NYU, where he co-directs the Game Innovation Lab.
Shai Vyakarnam - Advisor
Mentor and advisor to dozens of early stage technology companies each year. Is addicted to science and technology based entrepreneurship. Director of Bettany Centre for Entrepreneurship at Cranfield School of Management.
Dr Richard Wilson - Advisor
CEO of TIGA, the network for game developers & publishers, and trade association representing the games industry. Under Richard’s leadership TIGA has aided in dramatically raising the profile of the industry in media and political circles.
Phil O’Donovan - Advisor
Cambridge Angel, advisor to Universities for the commercialisation of their IP, engineer and investor in technology companies, Co-Founding Managing Director of CSR plc.