ProJective Realm Resonator Engine
The world's first adaptive augmented reality personalized design engine for first person open-world console games.
From TRM
The projective realm resonator Engine, created by the Rare Mediums lLC, is a developmental augmentation tool that applies digital graphic artistry production designs for motion graphics, game graphics, animated digital sequences, digital audio relay and graphic response keys to customize a unique, state of the art, one of a kind augmented reality game design for first person open-world console gaming in order to provide players with the world's very first completely customised and specifically tailored game experience using AI adaptive learning models to fine tune and adapt every aspect of your gaming experience so that it is quite actually a one of a kind personal gaming experience designed just for you. 

The proprietary software is a developmental augmentation tool designed to cultivate a comprehensive personality model based on the primary player prior to game start by utilizing the adaptive options and settings menus that a player engages with prior to commencing their actual game play. ​​​​​
The software is AI based and applies the universal learning model present in all AI to the extensive options currently present in the open-world game design to manufacture a unique personalized game play model based on the data attained  during the players interactions with the settings and options menus that present themselves prior to game start. More specifically they develop a comprehensive applicable personality profile detailing all of the relevant aspects of the players personality as it relates to the game during a freestyle build model where the player is asked to design their personal game liaison or player partner, an NPC that will accompany through the duration of their game as both a vehicle to move the story forward through narratives and explanations as well as coaxed actionable game sequences wherein their partner is directly involved in game developments that confront the player with defining game choices related to the development of the story line and the various paths that they will take in order to find their way through the game environment. 
The player, upon starting the game, is greeted with a front screen featuring an attractive young woman, upon whom the base archetype for their companion is built, standing along side a menu highlighted in various neon lights. These menu options wrap around the name of the game or otherwise some relevant graphic. 
Your first interactive development is her speaking directly to you giving you a brief explanation regarding the various options as well as suggesting a method of reviewing each and getting done whatever it is you need to do before entering the actual play area. 
She accompanies you through the basic elements of the initial settings menus, with options common to most games, and upon completion offers you one more bit of information. She tells you that the last thing you need to do before beginning game play is to design your version of her so that you can create your ideal partner to accompany you through your game. ​​​​​​​
You are then intercepted by a pop-up screen with the base companion model front and center accompanied by several other items that take up most of the screen area. This screen is previewed in the body of this detail so that you can see exactly what you will be working with when you start.
The purpose of this exercise is to use your various decisions while designing your partner, as well as your reactions to the various elements on the screen as they appear to react to your choices, to develop a comprehensive personality profile which can them be applied to the game environment in such a way as to tailor the game play, the visuals, story line and other aspects of the game to be perfectly suited to your personality so as to offer you the most engaging, exciting, entertaining and rewarding game experience possible, 
This is achieved by a slight modification and reapplication of the projective personality test wherein random sequences of images and sounds are delivered to a subject while his reactions are recorded so as to build a detailed profile on the subject without ever asking them any direct questions related to the information that the test will yield. We take this model and extend it and modify it to develop a profile detailing how a player will respond to certain stimuli, what types of game situations and challenges do they respond more positively to, how do they react to hostility, confusion, deception, surprise, an various other components of interpersonal action and playable action. Unlike the original test our engine reacts to your initial response with any number of undefined responses delivered by the glowing neon tubes wrapped around the tunnel pouring liquid into the pool behind your companion, the floating devil head that hovers in the background, changing color and reacting with expressions as well as verbal reactions. the weather, the sign glowing behind your companion and even the girl herself as you change the various aspects of her design. She may seem pleased, bored, upset, or any other number of possible reactions to your choices. It is how you respond to all of this, in real time, with your very next action in each case, that tells our AI engine how to tailor this game specifically for you. 
For the vast majority of people who do not try to intentionally deceive the system the end result is a video game experience that draws you in and holds you firmly up against your reactive emotional responses and makes you feel as much urgency and relevance toward your choices here as you would feel if the entire thing were happening  to you in your real life.​​​​​​​
AS the games circulate and more and more people have a chance to play and try out our prototype engine for the very first time we will no doubt find ourselves evolving the engines application to include personalized augmentation tools for other mediums and a more diverse set of games, but that is a conversation for another time.
Thank you for your interest and support. 
For inquiries about the game engine software, its technical functionality, compatibility with various platforms and mediums,  potential licencing and development or any other potential business related to the Projective Realm Resonator Engine please contact: 
tRM Technical Developments at: TRMTech@raremediums.com
For official press related to the Projective Realm Resonator or to book an interview with one of our developers or our C.C.C please contact Press@raremediums.com 
To contact The Rare Mediums LLC for any other reason please email us at: generalinquiries@raremediums.com
Or you can use our submission form right here on our website via the contact us page in the navigation menu at the top of the page.
The following is a short video exhibiting the basic design of the projective resonator design screen where you will be able to create your game partner with 100% optionability while our AI designs a uniquely tailored, one of a kind, gaming experience just for you.

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