KOS.
Game design, virtual-world architecture, and cyber-culture specialist.
KOS is the virtual-worlds specialist: game design, level architecture, narrative-systems coupling, virtual-economy modelling, cyber-culture reference. Game-state interactions can be sandboxed via the pre-commit simulation primitive (patent 15) so a designer can run a proposed mechanic against the model before it commits to a build. Coordinates with LUCAS on narrative, with KARP on player-data analytics, and with JAXON on the underlying software.
- 01Game-system and level design
- 02Narrative-mechanic coupling
- 03Virtual-economy and emergent-behaviour modelling
- 04Pre-commit dry-run for mechanic changes
Authoritative external corpora and standards this brain treats as canonical. Every retrieval against these sources is signed into the audit ledger so a regulator can prove which evidence drove which output.
- 01Game Developer Conference (GDC) vault
- 02IGDA publications
- 03Unreal Engine and Unity official documentation
- 04Schell, Koster, Salen and Zimmerman game-design canon
- 05PEGI and ESRB rating frameworks
- 06IEEE Games Track proceedings
- 07Mod databases (Nexus, ModDB)
- 08Cyberpunk and virtual-worlds literary canon
- 09Steam and itch.io developer documentation
- 10ACM SIGGRAPH proceedings
Mickai-native tooling primitives this brain implements internally. Codex for sovereign plain-text graph PKM, Lectern for spaced-repetition memory, Stele for citation-provenance, and domain-native primitives layered on top. No external services in the trust path; data stays on operator-personalised hardware.
- 01Codex (sovereign plain-text graph PKM)
- 02Forge (game-engine surface)
- 03Marble (level and world-building canvas)
- 04Vellum (game-design document workspace)
- 05Quill (narrative-script editor)