10.15.2024

The new AI infrastructure for scaling games, media, and characters

Built on gaming and media innovation

We began by pushing the frontier of lifelike, interactive characters for games and entertainment, and this remains a core focus area. Today, Inworld powers real‑time, voice‑forward experiences and provides the infrastructure that lets those experiences scale from a prototype to millions of players without sacrificing quality. Partners across the industry, including Xbox, NVIDIA, Ubisoft, Niantic, NBCUniversal, Streamlabs, Unity and Epic, have built with Inworld to explore new gameplay and audience experiences.
Long before “chat with anything” became a category, we were shipping playable, character‑centric demos and engine integrations that let teams imagine worlds where characters remember, react, and stay in‑world. That early craft in character design is still our foundation, and it is why leading studios and platforms continue to collaborate with us on the next generation of character‑driven interactive media.

From demos to production: Deeper control through a new AI infrastructure

As partners moved from impressive demos to live titles, we hit the same wall every game team hits: keeping voice, timing, and consistency flawless at scale, which is what players actually feel. Text‑only stacks and one‑off integrations were not built for real‑time, multimodal workloads, and stitching providers together left developers without enough control to maintain user‑facing quality as usage spiked or audiences expanded.
That is why we built Runtime: to put developers in control of the entire pipeline, and to make measurement and experimentation first‑class, so pipeline, and to make measurement and experimentation first‑class, so quality can be maintained and extended to new geographies and demographics, with personalization where it matters.

What is Inworld Runtime and how does it help you scale?

Inworld Runtime is a high‑performance, C++ graph engine (with SDKs like Node.js and Unreal) that orchestrates LLMs, STT, TTS, memory or knowledge, and tools in a single pipeline. Build a graph in code, ship it, then iterate with remote configuration, A/B variants (via Graph Registry), and built‑in telemetry without redeploying your game. It is the infrastructure we developed to support experiences with millions of concurrent users, now available to all developers.
Why this gives you more control and keeps quality tangible for users
  • Provider‑agnostic nodes so you can swap models and services without glue‑code churn or lock‑in.
  • Remote config and Graph Registry to change prompts, models, and routing live, safely rolled out to cohorts.
  • Targeted experiments to validate interaction quality for new geographies and demographics, including voices, timing, interruptions, prompts, and routing, and enabling personalization by segment.
  • Observability for player‑perceived quality with traces, dashboards, and logs that expose latency paths, first‑audio timing, and lip‑sync cadence so you fix what users actually feel.
The approach is simple: one runtime for your entire multimodal pipeline (e.g. STT → LLM → TTS → game or media state), with observability and experimentation to optimize quality, latency, and cost for every audience.

Voice that keeps up with gameplay

Many teams start with TTS, then expand into full pipelines as they localize, personalize, and harden for live ops, testing variations for new geographies and demographics and locking in what works.
Inworld TTS delivers expressive, natural‑sounding speech built for real‑time play. You get low‑latency streaming, instant voice cloning, and timestamp alignment for lip‑sync and captions, plus multi‑language coverage and integrations with LiveKit, NLX, Pipecat, and Vapi for end‑to‑end real‑time agents. Pricing starts at $5 per 1M characters, so you can scale voice across large audiences. Try the TTS Playground or call the API to integrate quickly.

Proven at scale with industry leaders in games and media

  • Xbox × Inworld: Multi‑year co‑development to enrich narrative and character creation for game developers.
  • Ubisoft (NEO): Prototype showcased real‑time reasoning, perception, and awareness in characters powered by Inworld tech.
  • NVIDIA (Covert Protocol): Social simulation and hybrid on‑device or cloud capabilities using NVIDIA ACE with Inworld.
  • Niantic: From Wol to WebAR, teams used Inworld to bring AI characters into spatial experiences.
  • Streamlabs: Intelligent streaming assistant jointly powered by Streamlabs, NVIDIA ACE, and Inworld generative AI.
  • NBCUniversal and other media leaders: Runtime opened after building infrastructure to meet their scale and quality bars.

Continuing our character leadership at scale

We pioneered character‑first, real‑time interaction years before today’s wave. That DNA is alive and well, and now it is backed by an infrastructure layer that gives developers more control and a better fit for modern production: Runtime for orchestration and TTS for voice that performs under pressure. If you knew us for our previous character stack, you will find this generation faster to ship, safer to iterate, and easier to scale.
Learn more about how to create characters with Runtime

How do I get started with Inworld Runtime?

Unreal (Runtime) is available now for early access. Unity is coming soon. If you are scaling a voice‑first or character‑driven experience in games or media, we would love to help you map the pipeline and quality targets that matter for your audience. Start with the Runtime Overview and Templates.

Powering the future of interactive media

We are uniting believable AI characters and worlds with the runtime required to run them at multi‑million‑user scale. Build the worlds you want, with characters that truly come alive and stay alive, at scale.
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