Thesis
AI-native engines
Smaller teams. Bigger games. Original IP at scales that previously demanded a thousand seats and five years.
Triple Kill is a research lab building a production stack where generative systems are first-class citizens — not bolted on to a legacy pipeline, but designed in from the engine up. Smaller teams. Bigger games. Original IP at scales that previously demanded a thousand seats and five years.
What this means
generative pipelines for world, asset, audio
tooling that turns 30 creators into 300
runtime systems that learn the player
content scopes once uneconomical
The Lab
Three points, one figure
The lab, the promise, the team — three quiet points that fix the studio in place.
The Lab
A research lab for games. An engine that is AI-native at the core.
Games are a deeply vertical domain. General-purpose AI bolted onto a legacy pipeline only makes today's production marginally faster. We are building a pipeline designed for AI from the ground up — and the engine is the expression of that workflow.
The Promise
Lower the floor for AA/AAA. Not just smaller H5/JS games.
On top of our own engine, individual creators clear what used to be the threshold of a major studio. The result is a long tail of high-quality, ambitious original games — not the toy-scale browser titles that AI workflows usually settle for.
The Team
Only the most creative, most resourceful people. Each one a 1000x.
A small group of super-individuals, no passengers. Every collaborator is an editor, an engineer and a director by turns — and the studio is the multiplier on top of that.
In Production
Two flagships in production
Antipodes
Reveal · soonsurvival-craft · narrative · co-op 1–4
A lone protagonist wakes off a vast southern coastline. The world is unmistakably Australian — eucalypt, red earth, reef — but the night sky is reversed and the ruins tell a different story than the one in our history books.
· Unreal Engine 5· 30-month build· Steam · TapTap · console
Red Centre Noir
Reveal · soondetective · dialogue-first · no combat
Alice Springs, 2048. A missing-persons detective works a case that cuts across three jurisdictions, two languages, and one uncomfortable question about whose land this actually is. In the lineage of Disco Elysium and Obra Dinn.
· Custom narrative engine on Unity· 36-month build· Fully voiced EN + 简体中文
Hiring
We are hiring extraordinary game creators
Directors. Writers. Engineers. Researchers. Artists who run their own pipelines. The bar is the work, not the résumé. $ tk apply --portfolio or write to roles@triplekill.ai Sydney · in-person, four days · relocation supported
Game Director
Engine + craft. Owns one title end-to-end. 10+ years shipping.
Engine + craft. Owns one title end-to-end. 10+ years shipping.Engine + craft. Owns one title end-to-end. 10+ years shipping.Engine + craft. Owns one title end-to-end. 10+ years shipping.Engine + craft. Owns one title end-to-end. 10+ years shipping.Engine + craft. Owns one title end-to-end. 10+ years shipping.
Lead Writer
Narrative architecture across systemic and authored content.
Engine Engineer · Generative Systems
Generative pipelines integrated into editor and runtime.
Engine Engineer · Rendering
Modern deferred renderer, virtualised geometry, GI.
Senior Animator
Hand-authored direction over generative locomotion + facial.
ML Researcher · Audio
Real-time diffusion models for foley, music, voice.
Producer
Editor-led teams, opinionated scope, ship discipline.
Beliefs
Four propositions
Journal
What we are reading and writing
Drafts · launches with the studio
The super-individual is a tool, not a job title
Draft · 12 min · founder
Editor-led teams: what the game industry can learn from publishing
Draft · 9 min · founder
On building a generative pipeline that an art director will actually use
Draft · 15 min · the engine team