Room-based exploration with narrative evidence collection
Wake up, orient, and warm the context with foundational MOOLLM knowledge
Personality modeling system based on Timothy Leary's 1985 software + The Sims traits
Identity layers for characters — WHO they are vs WHAT they do
Rooms are intertwingled navigable activation context maps. Entering = calling. Exiting = returning.
I see what you describe. Let me show it to others.
Ambient design skill socket — the working designer's head. Always-on perceptual and attention constraints (lenses like Fitts' law and foveation), process constraints (methods like design-by-accretion and tuned-emergence), and borrowable designer heads…
Start Playing. Keep Learning. Lift Others.