Studio /
Same room. Different priorities.
Motive learns to read the room, Dragonflies keeps taking shape, and a small update from the PrettyNerdee workbench.

Been a little quiet here. There has been rather more building than posting.
The big one this week is Motive Engine. Environmental assets can now carry their own motive-relevance scores, prepared ahead of time. Build the room once, then introduce characters with different priorities and let them make sense of what is already there.
That is the bit I’m interested in: being able to add a new character without writing a fresh reaction for every object they might encounter. The world has something to offer. What matters depends on who walks into it, what they know and what is happening.
The demo makes this fairly obvious. Three characters. One room. The same barricade. Under threat, Viper flanks, Wisp seeks cover and Rook stays put. Change the situation and the answer changes. A plant can have a tiny bit of relevance without everyone immediately developing a passionate interest in gardening.
Scores are prepared in batches, with edits kept and unchanged assets skipped. There is no AI service being asked what a chair means every frame. Motive still explains the choice and hands it back to the game to act on.
That work now covers the Unity, Godot and Unreal packages. The Unity update has been submitted, the Godot package has been updated, and Motive Engine for Unreal has just gone to Fab for review. The Unreal release includes the three-character room so you can see the idea working, rather than take my word for it.
Dragonflies is still the main game. The work on its environments and characters continues alongside all this. Making a place worth investigating means spending time on the places between the obvious bits: how a street connects, what catches your eye, and whether a character feels like they belong there. Still in development. Still plenty to do.
PN Studio has had attention too: simpler asset workflows, sensible defaults and clearer feedback while something is generating. Useful machinery for the workbench. The aim is to spend less time managing the tools and more time making things with them.
There is also a new Affiliations & Programmes page, bringing together the technology communities and developer ecosystems PrettyNerdee is involved with. A little more of the studio now has a proper home on the site.
It’s still mostly me at the keyboard, so updates will arrive when there’s something worth showing. For now: a room with three different answers, tools getting more useful, and a game that keeps giving me reasons to get back to work.
Right. Back to it.