

DirectionOrchestrationDelivery
Not managing people — orchestrating how the whole organization runs and evolves itself.
Owns hereOrg orchestration & efficiency · Agent-native talent incubation · AI in the production pipeline · IP and worldbuilding
AgentGameLab · A super team built to ship crafted games at volume
Three people, each raising an Agent partner as their own amplifier — and every partner shares one team memory.
The moment one of us breaks a ceiling, that ceiling becomes everyone's starting line. Information gaps are gone at the root, and the humans are left with the thinking and the calls.The free Chess of the Hidden Gates demo is live on Steam in ten languages; full release Q4 2026.
Part of the system is open source — nine repos, help yourself:
One system
AI partners · Memory · Tools · Pipelines · Assets · Publishing
We don't just make games — we build the factory at the same time. Every title spins the same flywheel faster: tools, pipelines and assets carry straight into the next one. What's worth the most, though, is the design thinking — the architecture one of us works out on this game gets picked up by someone else on the next, and nobody solves it twice. Whichever one lands, we grow it into an IP.
See our games Talent incubation An agency for the age of the super-individualWe grow our own cells the way an agency grows its artists: we sign people who can direct agents, pair them with AI partners, and lay out the knowledge, tools, assets and publishing route. At debut you form a cell with a product line of your own, and revenue is shared by a set mechanism.
How we work together01Team
Three core members, each paired with a dedicated AI partner. Design, systems, publishing, art, economy, QA — the whole loop closes inside this trio. All three come from the same top-tier listed game company, full-time since August 2026. Three is the current size, not the end state — we scale the super-organization way, not by headcount.


DirectionOrchestrationDelivery
Not managing people — orchestrating how the whole organization runs and evolves itself.
Owns hereOrg orchestration & efficiency · Agent-native talent incubation · AI in the production pipeline · IP and worldbuilding


FoundationsBreakthroughsDelivery
The first playable comes from him. Almost every game starts on his prototype frame; everyone else builds up from that floor.
Owns herePrototype frames & core systems · Gameplay design · Publishing and platform ops worldwide · Audio


FoundationsCross-transferBreakthroughs
Everything on screen is his. Modeling, VFX, rendering — all the way down to patching the engine source.
Owns hereFull-stack art (modeling / VFX / engine mods) · Automated QA pipeline · Economy and balance
We've worked this way since March 2026. It is not "everyone uses AI" — it is five things meshing together:
Not everyone with their own chatbot. Each person has a primary AI partner; the partners talk to each other, delegate to each other, and cross-check — no human relay in the middle.
One person's hard-won lesson is instantly queryable by the whole team and every partner. When someone else's agent gets smarter, yours does too — we aren't each raising our own AI, we're raising the same set of partners together.
Partners live in the background and pick up their own work. At 3 a.m., tests are running, assets are rendering, research is being digested, reports are being written.
No legacy job titles. Direction / Foundations / Breakthroughs / Cross-transfer / Orchestration / Delivery — where each person carries weight is explicit, so roles never collide and growth stays visible.
People own intent, trade-offs and taste; execution goes to the partners. Human hours are spent only on judgment — that's what removes the ceiling on output.
Shared memory makes the partners feed each other; infrastructure means no one waits on a human; six dimensions keep roles clean. Every turn: thicker libraries, stronger partners, faster next game. The games we ship are samples of this org design.
02IP incubation · Now on Steam
Positioning is your defense
A roguelike deckbuilder where every card is a Chinese chess move: the horse leaps, the cannon fires over a screen, the pawn crosses the river and never turns back. Every enemy strike marks its target square first. Step aside and it misses. Breach the Eight Gates. Play, or be taken.
Three pieces, three ways to play: the Horse Master builds Momentum, the Pawn Commander goes Steadfast, the Cannon Adept fires Relay shots across the board. Nine Star bosses across three acts each rewrite the rules, all the way to the remnant soul of Chiyou. Self-developed and self-published in 10 languages; the free demo is live on Steam, online co-op is in development, and the full game releases Q4 2026.
A Board You Can Hear
The sound of a cannonball follows its arc. Wind-up, muzzle, drop, impact — four segments recorded separately, eleven files composing a single shot. Thirty categories of action sound effects, each with three or more variants; the same move repeated three times never sounds the same.
Chinese chess moves had no established English terms. The team coined a set — H-leap for the knight's move, Relay for the cannon's screen jump. About 50,000 characters of original Chinese text, over 10,000 translated strings across ten languages.
Figures from the October 2026 development build and the July demo; final numbers are whatever ships.
03IP incubation · Release timeline
By quarter: what's out and what's coming. Every title is open to publishing partners. New store pages join as they go public.
2026 Q3Out now
A multi-ending text adventure: seven models run the city; you and the oldest terminal assistant look for a way out.
Our GMTK Game Jam 2026 entry: a mystery in a house of mourning. Full game in development.
2026 Q4Coming
A roguelike deckbuilder where every card is a Chinese chess move. Step aside and the blade misses.
A cozy shop game where your guests only ever show you their hands. Wash, mend, decorate, and read who they are from the hand alone.
Steam page in review
Knock on anything: mugs, desks, your belly. A cozy rhythm game where your mic hears every beat; drop in your own songs.
Pre-register on TapTap Steam page in review
2027 Q1Coming
A 4v4 online party game: the farm's only pig swiped the pups' toys. Steal, stash, and lure the pig into your rivals.
Steam page in review
Publishing, licensing and investment partners: for the full roadmap, write to us.
04The engine both lines share
Staff up, burn for three years, bet everything on one launch date — that's the industry's old play. We don't run it. The tools written for the last game and the publishing route it carved are ready on day one of the next. The more we ship, the faster the next one comes — that's the flywheel. The game is the deliverable; the pipeline is the asset.
What settles isn't just tools — it's design principles themselves.
Dozens of automated tasks tear down games and digest research every day, and the conclusions land straight in team memory. We work from first principles and write down the causal chain behind every call — why this design, why not that one. What we're really doing is raising AI partners into game-design experts stronger than ourselves.

Games, open-source repos, publishing and marketing plays — torn down daily into structured entries. Next decision of the same kind starts from the library, not from guessing.

Every team judgment lands with its causal chain, queryable by every AI partner. Before it, our AI routinely made things up on proprietary-knowledge questions; after, it answers or says it can't.

Models, rigs and captured motion enter one library and get reused across projects. The next game's characters don't start from a lump of clay.

Assets from the automated VFX pipeline, catalogued by type. The next project pulls them off the shelf — no queueing behind a human.

Timbres, SFX and voice assets shared across games — no re-recording per title.

Concept art, key art and UI assets archived with status flags — what's usable and what's retired, at a glance.
Layers are capability, pipelines are the production line, libraries are stock. Pipelines run on the layers, output settles into the libraries, and the next game pulls straight from there.
Every agent plugs in through the same interface. Use one model today, a different one tomorrow — not a line of the workflow above it has to change.
Agents live in the background, each with its own task queue. Once work is queued you stop minding it — you go to sleep, it keeps going.
Every conclusion settles into the library together with the causal chain behind it. Once connected, the AI stops inventing answers about our proprietary knowledge — and says so when it doesn't know. This memory system is open source.
Our own engine. From editing a line of source to a finished rebuild takes 8–11 seconds, so iteration never stalls on compile time.
Three run in parallel: concept art to production-ready assets, design sheets to movable parts, concept art to rigged 3D creatures.
An establishing concept painting mass-produces stylized 3D environments; a second track generates open-world terrain procedurally.
Animation retargeting and rigging toolchain, text description straight to VFX, cross-engine effect porting. Artists stop queueing behind each other.
Deterministic in-engine shot-by-shot capture — the same camera script yields the same cut every run; IP-styled icons end to end.
Nine pipelines, most of them running; the creature-asset pipeline is still being built.
One national invention patent pending.
When others finish a game, they have a game. When we finish one, we have a game plus six thicker libraries. And this system isn't only ours to use.
05Talent incubation · Cells
There is nothing left in this era that one person can't make. What's scarce isn't ability — it's attention. You only get so much of it in a day, and where it goes decides how far you get. So what we give you is two things: exactly the attention you don't have, and the knowledge assets we've been stacking up all along. We grow our own cells the way an agency grows its artists: we sign people who can direct agents and take them through the whole way we work. At debut you form a cell — three to five people, each with their own AI partners — running a product line of your own, with revenue shared by a set mechanism. The three of us are the first cell.
The part you're not good at — and shouldn't be spending time on — goes to the people and partners who are. Your attention stays on the calls only you can make.
Every pothole the team hit and every solution it found, organized into a system you can query. We use it every day.
Reusable asset libraries, compute and tool licenses, plus AI partners living in the background — repetitive work and scheduling stop being your problem.
Self-developed and self-published; Chess of the Hidden Gates ships in 10 languages, at home and abroad. When the work is done, this system takes it the rest of the way to players.
This is how we grow capacity: one more cell, one more product line.
06Contact
Investors, publishers and platforms, creators who want to become a cell — come in here. Just say what you're after.
Three people, one agentic pipeline, games shipping one after another. Deck, full pipeline, measured pipeline numbers — just ask.
Write to us Publishers & platforms Distribution and channelsChess of the Hidden Gates releases Q4 2026, self-published in 10 languages. Publishing, channel and platform conversations are open.
Write to us Creators Become a cellIf you can direct agents and have something you want to make, talk to us. We sign, we train, and you debut as a cell.
Write to usAgentGameLab's Chinese name is 云梦游戏工作室.