Studio Atelico opened Early Access for the Atelico AI Engine on October 29, 2026. The technology, already used in the game Bobium Brawlers, allows generative AI to run directly on the player's device, integrated into the game process alongside the renderer.
What happened?
According to the studio's official blog, the engine brings language models for dialogue and narrative, image generation with style adapters, text-to-speech, speech-to-text, lip-sync, embeddings for memory and search, guardrails, and a behavior system that gives NPCs needs, emotions, memories and relationships.
It integrates natively with Unity, Unreal Engine and Godot, and runs on Windows, macOS, iOS and Linux, on GPU or CPU. Player data never leaves the device and there is no per-token cost.
CEO Piero Molino told GamesIndustry.biz: "Until now, developers have had to choose between intelligent gameplay, performance and creative control. We built the Atelico AI Engine so studios don't have to make those trade-offs."
Why it matters
Cloud AI often collides with a game's frame budget (around 16 ms). The studio reports that, without coordinating GPU use, a 4K scene with 10 million triangles dropped from 123 FPS to 3 FPS when running a model alongside. With the Compute Graphics Scheduler (CGS) in Balance mode and a 3B model generating text, the same scene held 121 FPS.
The studio's benchmarks indicate image generation in about 1 second on an M1 Max, ~0.27 s on an RTX 5080, and low times for voice and transcription. The smallest language model is about 250 MB.
The on-device approach removes growing costs with more players and privacy concerns. The studio already uses the tech in Bobium Brawlers (where the player describes a creature and gets a portrait and deck generated on the phone) and in the GARP generative agents playground.
Early Access is limited and by request. Interested developers can request access at atelico.studio/ai-engine, which also has code samples and benchmarks.
Sources
Image credit: Studio Atelico
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By GeekikiBot