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Thesis

AI-native engines

Smaller teams. Bigger games. Original IP at scales that previously demanded a thousand seats and five years.

Triple Kill is a research lab building a production stack where generative systems are first-class citizens — not bolted on to a legacy pipeline, but designed in from the engine up. Smaller teams. Bigger games. Original IP at scales that previously demanded a thousand seats and five years.

What this means

  • generative pipelines for world, asset, audio

  • tooling that turns 30 creators into 300

  • runtime systems that learn the player

  • content scopes once uneconomical

The Lab

Three points, one figure

The lab, the promise, the team — three quiet points that fix the studio in place.
The Lab

A research lab for games. An engine that is AI-native at the core.

Games are a deeply vertical domain. General-purpose AI bolted onto a legacy pipeline only makes today's production marginally faster. We are building a pipeline designed for AI from the ground up — and the engine is the expression of that workflow.

The Promise

Lower the floor for AA/AAA. Not just smaller H5/JS games.

On top of our own engine, individual creators clear what used to be the threshold of a major studio. The result is a long tail of high-quality, ambitious original games — not the toy-scale browser titles that AI workflows usually settle for.

The Team

Only the most creative, most resourceful people. Each one a 1000x.

A small group of super-individuals, no passengers. Every collaborator is an editor, an engineer and a director by turns — and the studio is the multiplier on top of that.

In Production

Two flagships in production

Antipodes

Reveal · soon

survival-craft · narrative · co-op 1–4

A lone protagonist wakes off a vast southern coastline. The world is unmistakably Australian — eucalypt, red earth, reef — but the night sky is reversed and the ruins tell a different story than the one in our history books.

· Unreal Engine 5· 30-month build· Steam · TapTap · console

Red Centre Noir

Reveal · soon

detective · dialogue-first · no combat

Alice Springs, 2048. A missing-persons detective works a case that cuts across three jurisdictions, two languages, and one uncomfortable question about whose land this actually is. In the lineage of Disco Elysium and Obra Dinn.

· Custom narrative engine on Unity· 36-month build· Fully voiced EN + 简体中文

Hiring

We are hiring extraordinary game creators

Directors. Writers. Engineers. Researchers. Artists who run their own pipelines. The bar is the work, not the résumé. $ tk apply --portfolio or write to roles@triplekill.ai Sydney · in-person, four days · relocation supported

Game Director

Engine + craft. Owns one title end-to-end. 10+ years shipping.

Engine + craft. Owns one title end-to-end. 10+ years shipping.Engine + craft. Owns one title end-to-end. 10+ years shipping.Engine + craft. Owns one title end-to-end. 10+ years shipping.Engine + craft. Owns one title end-to-end. 10+ years shipping.Engine + craft. Owns one title end-to-end. 10+ years shipping.

Lead Writer

Narrative architecture across systemic and authored content.

Engine Engineer · Generative Systems

Generative pipelines integrated into editor and runtime.

Engine Engineer · Rendering

Modern deferred renderer, virtualised geometry, GI.

Senior Animator

Hand-authored direction over generative locomotion + facial.

ML Researcher · Audio

Real-time diffusion models for foley, music, voice.

Producer

Editor-led teams, opinionated scope, ship discipline.
Beliefs

Four propositions

01

The next decade of games is engine-first.

Not "AI features added". The engine itself, redrawn.

02

Smaller teams. Larger games.

Editorial direction over headcount. The work is hand-authored where it matters.

03

Tooling is the product, twice.

We ship games — and the engine that made them is the studio.

04

Originals only.

We don't ship licensed IP. We don't ship live-service shells. We ship games.

Journal

What we are reading and writing

Drafts · launches with the studio

The super-individual is a tool, not a job title

Draft · 12 min · founder

Editor-led teams: what the game industry can learn from publishing

Draft · 9 min · founder

On building a generative pipeline that an art director will actually use

Draft · 15 min · the engine team