Fleet Game Studio OS
Autonomous character, animation, world, physics, lighting, rendering and runtime production for Flickbuster. Performance Twin is the digital-human department.
Performance Twin Foundry
Identity reconstruction, Performance DNA, markerless capture, facial performance, behavior and Human Reality Cells.
Game Studio Systems
Motion retrieval, semantic performance compilation, behavior direction, microphysics, truth lighting and shot-cost compilation.
YouTube / Public Media Research
Uses Fleet’s existing Sensorium media learner. No second Google OAuth is required. Paste a public YouTube or web-media URL to analyze a bounded clip with provenance.
Living World OS
Perception, memory, utility/GOAP planning, social intelligence, population direction and AI Reality Cells for believable shoppers and staff.
Imagery Autopilot
Asset dependency graph, Reality Cell compilation, render convergence, AOV diagnosis, inverse materials and autonomous studio improvement.
Environment First Reality Gate
NPC production is intentionally held. First make Flickbuster read as a photographed 1993 video store: real-scale architecture, vivid but physical lighting, VHS-only clamshells with TMDB-derived jackets, framed/glazed TMDB posters, CRT/cooler/storefront optics, and matched-camera browser parity.
Environment Reality Autopilot
One callable production pipeline for Flickbuster Genie now and Fleet AI later. Builds a protected candidate, runs evidence/scale/geometry/grey-light/material gates, then advances toward Cycles → RenderMan → MoonRay → AOV/denoise → Reality Cells → matched-browser certification.
Live Flickbuster Reality Lab
Read-only audit of the live store plus safe prototype compilation. Measures real assets and generates test Reality Cells outside production before any promotion.
Production Evidence Ledger
Shows real recent render files and procedure-level skill receipts. A skill document, test file, or artifact never becomes mastery by existence alone.
Production objective
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Identity Inverse Solver
Find the head/body/hair geometry that explains all approved reference views and survives held-out angles.
Performance DNA
Separate recurring gait, posture, gesture, gaze, blink and facial timing from scene-specific acting choices.
Human Reality Cells
Compile Cinematic, Hero, Near, Mid, Far and Crowd representations from one persistent performer identity.
Identity + Motion Certification
Hard-gated multi-view likeness, anatomy, gait, balance, contact, gesture timing and runtime parity. No averaging away uncanny failures.
Evidence Firewall
Real, provenance-backed reference evidence can certify identity. AI turnarounds and failed meshes are debugging derivatives only and can never become the next generation's truth.
Cinematic Character Foundry
One production pipeline for face + body + hair + skin + rig + performer-specific motion + physical interaction + truth rendering + browser Reality Cells. Designed for Flickbuster Genie now and Fleet AI later.
Create Character Project
Creates a fail-closed character job with evidence, identity, anatomy, lookdev, rig, performance, interaction and runtime gates already attached.
RoutedLab Digital Human Foundry
AAA-targeted character production for Real World Training only. GTA VI, Red Dead Redemption 2 and The Last of Us Part II are quality references only; Fleet builds original/licensed humans and never copies proprietary assets. YouTube/public footage is used through the bounded Sensorium evidence path for markerless motion and Performance DNA.
Performance Research Agent
Living Character Brain
Local perception + bounded memory + utility goal selection + GOAP planning. NPCs know only what they can plausibly perceive and remember.
AI Reality Cells
Hero/Near/Mid/Far/Offscreen cognition tiers scale perception, planning, memory, dialogue and performance cost with attention and interaction probability.
Population Director
Controls store rhythm, aisle density, queues, staff tasks and rare encounters while individual NPCs still plan locally.
Social Intelligence
Personal space, queue rules, turn-taking, aisle yielding, interruption, roles and context-aware reactions before animation is compiled.
Living World systems
Markerless Performance Capture
Sapiens2 + 4D-Humans + WHAM + PoseCap candidates, with Fleet biomechanical cleanup and source-rights gates.
Motion Database + Retrieval
Query motion by pose, velocity, predicted trajectory, interaction target and performer-specific Performance DNA.
Ozz + ACL Animation Runtime
Compile captured/generated motion into data-oriented skeletal runtime structures, then compress clips under measured cinematic error limits for fast browser/mobile sampling.
Semantic Physical Performance Compiler
Intent becomes path, gait, gaze, reach, grasp, balance, expression and object interaction rather than canned clips.
NPC Population Director
Recast/Detour navigation, social spacing, queues, browsing tasks and encounter scheduling.
Physics + Microphysics
Jolt/PhysX candidates for contact, props and environment response; perceptual microphysics for dust, fibers, wetness and fingerprints.
Truth Lighting Field
Compile RenderMan/MoonRay offline light transport into adaptive interactive lighting for characters and the store.
Universal Reality + NPC Autopilot
Best-practice presets for new projects. Maximum realism is fail-closed by default: authoritative world truth, hybrid NPC cognition, RenderMan/MoonRay truth, Cycles lookdev, perceptual Reality Cells, CPU-capable Fleet and RunPod only as an accelerator.
RoutedLab Office World Foundry
Build the Real World Training environment with the same Bakery/Reality Foundry discipline as Flickbuster: measured architecture, manufactured furniture, realistic computers/laptops/phones, Teams rooms, meeting rooms, private offices, service desk and network-operations spaces, all with semantic interaction anchors for NPC hands, gaze, seating and locomotion.
Geometry-Aware Acoustics
Steam Audio research path for obstruction, reflection, reverb and spatial sound tied to the real store geometry, materials and open aisles.
Asset Dependency + Runtime Compiler
Content-addressed source assets, dependency tracking, import/build caching and changed-only hot rebuilds. Fleet now also has native gltfpack Reality Cell profiles for Hero/Near/Mid/Far geometry optimization.
ALab / MoonRay Reference Lab
Production-scale USD/RDL reference scene mining, renderer-quality profiling, payload/fragment analysis and transferable technique extraction. ALab remains reference/benchmark data, not Flickbuster artwork.
Renderer Capability Abstraction
RenderMan is optional. Fleet maps the same production goals across RenderMan, open-source MoonRay, and free Blender Cycles so Flickbuster Genie/Fleet AI can keep the full realism pipeline without a commercial renderer dependency.
Render Convergence Autopilot
Automatically run sample/denoise wedges and keep the cheapest setting whose perceptual error is below truth thresholds per material and region. OIDN and OpenPGL are now staged as convergence/denoise references.
AOV Causal Diagnosis
Use RenderMan/MoonRay/Cycles outputs to trace image defects to geometry, lighting, roughness, specular, indirect, transmission, sampling or comp.
Inverse Material Solver
Fit physical material parameters against evidence instead of guessing decorative colors.
Reality Cell Compiler
Compile Cinematic/Hero/Near/Mid/Far/Impostor forms by projected pixels, interaction need and measured screen-space error.
Texture Reality Compiler
KTX2/Basis Universal + mip-aware budgets for portable GPU texture delivery. Use high-quality UASTC/HDR only where projected detail and material response justify it.
Visibility + Overdraw Compiler
Study occlusion-culling and browser/WebGPU engine patterns to reject hidden aisle/shelf work before it reaches the GPU, preserving detail while improving frame time.
Autonomous Studio Loop
Observe → diagnose → propose variants → render → score → optimize → test live → keep/revert with truth receipts.
Imagery automation systems
AAA / Open Source Source Foundry
License-aware reference library. Fleet studies architecture and techniques; commercial use remains fail-closed where licenses or model/data terms differ.
Fleet Universal Emulator · Interactive Player
Correctness-first emulator testing. Run and Gun 2 uses the Fleet restoration build; enhancement remains locked until visual correctness certification. Video and audio stream to this browser over same-origin HTTPS 443. Controls use the same Fleet HTTPS connection.
Keyboard + Arcade Controls
Click the player, then use keyboard or the on-screen pad. Browser inputs are normalized before being sent to MAME.
PlayStation / Xbox Controllers
Uses the browser Gamepad API with standard mapping. DualSense, DualShock and Xbox-compatible controllers can drive the same normalized control layer.
Restoration + Enhancement Gate
Enhancement is presentation-only and reversible. Layer 1 changes spatial reconstruction and edge clarity only. Layer 2A Vivid adds restrained contrast, saturation and gamma tuning on top of Crisp HD. Bloom and AI reconstruction remain off. Original remains the reference.
MAME Doctor · Auto Diagnose + Safe Repair
Evidence-first checks using MAME itself. Verifies owner-supplied content, machine metadata, multi-screen layout, audio, controls, HTTPS 443 transport and process health. Safe fixes are reversible and never download or rewrite ROM/CHD/BIOS content.
AAA Debug Observatory
Clean-room AI/navmesh/physics/render/texture/streaming/event/frame diagnostics inspired by AAA development workflows, without importing proprietary leaked source.
Character Autonomous Dailies
Held-out likeness, gait, turns, face, hair, eye, hand and VHS interaction tests with first-divergence diagnosis.
Performance Reality Critic
Find the first frame where identity, balance, foot contact, expression or temporal continuity breaks and trace the cause backward.
Runtime Certification
Verify Cinematic → Hero → Near → Mid → Far parity, browser performance and device frame budgets before promotion.
Workspace
Evidence + targets
Sensorium + creative compute
Reality Certification Cockpit · source-linked forensic proof
Blind Voice Laboratory · reference / ElevenLabs / XTTS / Qwen or any candidates
Reality System · Teach Fleet / semantic compare / visual overlay / Prototype & Prove
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