KRAFTON Event Details AI Game Design Behind MIMESIS
The event shows ReLU Games treating AI not as a tool but as a design language, with a prototype pipeline that produced 114 seeds and turned a shelved concept into a 2-million-seller.
Reporting from 1 source: 4Gamer.net.
At a KRAFTON x ReLU Games talk event in Tokyo on August 5, ReLU staff detailed their AI game design approach, including the three principles behind their studio workflow and the development of the horror game MIMESIS. The game, which pits four players against an AI that mimics them, has sold 2 million copies on Steam since early access began in October 2025.
The talk event, held in Tokyo on August 5, featured sessions by ReLU Games staff on how the studio builds games around AI rather than using it as a simple utility. AI Creative team lead Lee Ki-moon explained three principles: bottom-up creation of many playable prototypes, starting from playable seeds rather than idea documents, and crossing job boundaries to solve problems.
The studio developed an internal tool called Nolan that builds and deploys staff prototypes automatically. One seed, made by an art director for players who get motion sick from MIMESIS, drew 586 comments and spawned multiple variations. The studio has published 114 seeds, each made by one AI agent specialist within five days.
Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.