The Director
Director is the engine that runs your character. Every interaction, it decides what your character notices, what they say, and what they do. The Director makes those calls the way you would.

technology
Intent classification. Before your character speaks, the Director identifies what kind of moment this is, what your character should do about it, and which lanes are open.
Action candidates. The Director produces candidates for memory writes, tool calls, and runtime hooks. They do not fire until they pass review.
Decision ledger. Every important call leaves a receipt. You can see why your character did what it did, replay decisions, and find issues fast.
Model agnostic. The Director works with the model you choose, on the infrastructure you choose. Swap models without losing character.
Review gates. Mutating actions, sensitive writes, and policy-breaking moves are queued for review by default. Nothing surprising ships without a human in the loop.
How it works
Case study: Umi's World
Umi's World is a mixed-reality adventure game built for Meta Quest, with AI companions players talk to throughout the game. The studio's bar is high. The character has to stay inside the world. One out-of-character moment and the spell breaks.
A player asks a companion something the script never imagined. The Director catches the moment, runs it through the character's voice, the game's lore, and the rules of the world, and finds a response that feels native to the game. The character answers a question that was never written, in character.
A player tries to pull the companion off-topic. The Director recognizes what's happening and brings the conversation back inside the world, the way the character would do it.
Across hours of play and thousands of unscripted moments, the character is still the character. The Director is what holds that together.