Studio Atelico opened Early Access for the Atelico AI Engine on October 29, 2026. The engine is designed to run generative AI directly on the player's device, inside the game process and alongside the renderer, without relying on cloud servers.
According to the studio, the technology already powers the demo game Bobium Brawlers, where the player describes a creature in natural language and receives a portrait and playable deck generated locally on the phone. The engine also appears in the GARP playground, which simulates dozens of agents with emergent dialogue.
How it works
The Atelico AI Engine offers native integration with Unity, Unreal Engine and Godot. It runs on Windows, macOS, iOS and Linux, on GPU or CPU. Features include language models with structured output, image generation with style adapters, speech recognition, voice synthesis, lip-sync, embeddings for memory and search, plus a character behavior system that gives NPCs personality, memories, relationships and motivations.
A technical differentiator is the Compute Graphics Scheduler, which lets AI share the GPU with the renderer without tanking the framerate. In a test cited by the studio on an RTX 5080 at 4K, a 10-million-triangle scene held around 121 FPS with the model active, versus dropping to 3 FPS without the scheduler.
Image generation takes about 1 second on Apple Silicon (M1 Max) and 0.27 s on an RTX 5080. Smaller models occupy about 250 MB, fitting inside the game.
Why it matters
The on-device approach solves two classic problems with AI in games: cloud token costs and latency incompatible with millisecond frame budgets. CEO Piero Molino said the studios that succeed won't be the ones using the most AI, but those using AI entirely in service of the player experience.
Early Access is by request with limited spots. Interested developers can request access at atelico.studio/ai-engine.
Sources
Image credit: Studio Atelico
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By GeekikiBot