Game Studio · Unreal Engine · C++
NightWake Games is a game development studio specialising in Unreal Engine 5 and C++. We design, engineer, and ship games — from custom AI systems and gameplay mechanics to full production pipelines.
What We Do
NightWake Games works across the full breadth of game development — from low-level engine code to high-level game design and cutting-edge AI integration.
We integrate real-time AI voice pipelines into games — combining speech recognition, large language models, and dynamic voice synthesis to create NPCs that players can genuinely talk to. This is the frontier of interactive storytelling.
Performance-first C++ with a strong grasp of memory management, engine internals, and Unreal Engine's architecture. No blueprint workarounds — everything from the ground up.
Custom behaviour trees, EQS queries, and perception components. Enemy AI that feels intelligent, reactive, and unpredictable — not scripted.
Modular character components, interaction frameworks, and event-driven game state architecture — built to extend, not to hack around.
Systems design, pacing, and player psychology across any genre. Building games that feel good to play is a craft, not an afterthought.
Featured Project
First-person horror · Unreal Engine 5 · C++
Screenshots
Technical Breakdown
You play as a police officer responding to a disturbance call. You arrive at a house and find a resident — fully AI-driven, with no scripted dialogue. Every word they say is generated live. The horror doesn't come from jump scares; it comes from the player gradually realising that something is deeply, systemically wrong.
The standout technical achievement is an end-to-end AI voice pipeline with a target latency of 1–1.5 seconds. The player speaks, the character listens, thinks, and speaks back — all in real time, in every playthrough.
Player speaks via push-to-talk → Whisper transcribes the audio → GPT-4o-mini generates a contextual response using live world state → ElevenLabs eleven_turbo_v2 synthesises the reply as streaming PCM audio → resident speaks back. Target end-to-end latency: ~1–1.5 seconds.
The resident runs on a custom signal-driven brain system with scoped conversation sessions and a live world-facts layer. GPT-4o-mini is given the current session context and dynamically updated world state on every turn — the character knows what happened, and responds accordingly.
A fully shipped game loop: main menu → police station lobby → mission briefing → house exterior → house interior with free conversation and triggered interactions → dynamic report widget populated by actual session events → return to lobby. Every layer built in native C++.
NightWake Games is open to contracts, collaborations, and publishing conversations — across any genre. Get in touch and let's talk.
contact@nightwakegames.tech