CSO of AI Game Master mobile RPG that combines artificial intelligence and narrative talks about its goals at gamescom 2025


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Vinicius Melo
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Editor-chefe Watermelo, computer scientist, researcher on ADHD and VR, and writer about games.

sábado, 6 de setembro de 2025 21h 52min

Digital Dynasty Entertainment - AI Game Master at gamescom
(credit image: Digital Dynasty Entertainment - AI Game Master at gamescom )

gamescom 2025 was bigger and more diverse than ever before, achieving records for exhibitors, internationality, and exhibition space. Altogether, 1,568 exhibitors from 72 countries participated, coming together with more than 34,000 trade visitors. Among them was Digital Dynasty Entertainment, which presented AI Game Master, a mobile RPG that combines artificial intelligence and narrative. In an interview with Watermelo, Yoav Yones, the company’s CSO, shared insights about the creative process, their experience at the event, and the lessons learned.


Speaking about the game’s conception, Yones explained: "AI Game Master grew out of a simple but ambitious dream: what if your imagination could truly shape a living RPG world in real time? From the beginning, we experimented with how to use AI not just as a gimmick, but as the engine of a meaningful game." He shared that, at first, they set strict rules for the AI, believing structure was essential to prevent the game from drifting into randomness. The goal was to deliver a true RPG experience, with challenges, puzzles, and consequences.


Over time, dialogue with the community revealed a different path. "But as we developed our community and listened to players, we discovered something powerful: what they wanted most was freedom. The AI began to evolve from a strict 'master' into more of a creative partner, responding to the player's imagination instead of limiting it." This change allowed players to create unexpected adventures and entire worlds, sharing them with others while the AI followed their creativity to bring unique and personal stories to life.


This balance became the core identity of the game. "Today, AI Game Master acts as narrator, artist, and guide. It weaves the story, paints the scenes, and adapts to every decision, but still within a framework that ensures stakes and rewards." For Yones, the true strength lies in balancing structure and freedom, creating an experience that feels both limitless and authentic.


Participation at gamescom was described as a turning point. "Gamescom was an unforgettable milestone for us, it was not only our first time showing the game to the public, but also our very first convention. It's hard to overstate how valuable it was." According to Yones, the event offered two opportunities that are nearly impossible to replicate online: playtesting and visibility.


On the subject of playtesting, he highlighted: "We got to watch players who had never seen the game before pick it up, explore, and stumble. Every hesitation and every moment of delight gave us concrete data." The team wrote down bugs in real time, identified missing interface elements, and observed how new players navigated the onboarding experience.


The second benefit was exposure. "At Gamescom, we had the chance to meet journalists face-to-face in the business area and start real conversations." For an independent, bootstrapped team, Yones emphasized how crucial those personal meetings are for gaining press attention, boosting online presence, and creating momentum.


The executive also spoke about the team’s goals. "We came to Gamescom with several objectives: to showcase the 'AI Dungeon Master in your pocket' concept, to gather authentic player feedback, and to build relationships with press, publishers, and fellow developers." Looking ahead, the plan is to return in 2026 with a booth in the indie section.


The lessons learned were both practical and strategic. The team now understands the costs of having a booth, the risks of being placed in low-traffic areas, and the importance of joining initiatives like the Indie Arena. They also received generous advice from other developers on logistics and organization, guidance that will save time and resources for the next event.


The indie community was another pleasant surprise. "Everyone was supportive, sharing contacts, answering questions, and giving advice. Developers who had made mistakes were eager to help others avoid the same pitfalls." This collaborative spirit reinforced the sense of shared mission among independent creators.


Even though the game has been profitable since its very first month, it attracted interest from both investors and publishers. For Yones, this is something to consider in the future, but for now independence remains a priority. The doors opened in Cologne may prove vital when it is time to scale.


In the end, he highlighted the most important achievement: "The biggest achievement was simply validation. Watching players' eyes light up when they realized the game would adapt to whatever they imagined was an indescribable feeling." Alongside that, the team left with stronger ties to the community, valuable media connections, and a clear vision for gamescom 2026, leaving them even more motivated to keep building the project further.

We came to Gamescom with several objectives: to showcase the "AI Dungeon Master in your pocket" concept, to gather authentic player feedback, and to build relationships with press, publishers, and fellow developers. But we also had a forward-looking goal: to prepare for 2026, when we plan to have a booth in the indie section — Yoav Yones, the company’s CSO, Digital Dynasty Entertainment


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