Run multiple game types at once - each with isolated logic, UI, and session scope.
At the heart of Gig Game is a proprietary server-side architecture and extensible game engine library - both covered by provisional patents. This technology enables us to spin up, suspend, and resume multiple game sessions in real-time, each with unique logic, roles, and UI requirements.
Built with modularity in mind, the core engine abstracts away networking, messaging, session management, and role-based routing - letting us build, test, and deploy entirely new game formats in only a few months.
It’s not just a backend - it's a full development accelerator. We use this internal framework to reduce time-to-market, manage real-time logic securely, and deliver consistently across devices and venues.
And we're just getting started. In the future, we plan to open this game engine framework to third-party developers - enabling creators to build their own Gig-compatible games using our infrastructure. Through developer tools, API access, and potentially even profit-sharing models, our goal is to turn Gig Game into a thriving, community-driven platform.
Think of it as a game show operating system - one built to support education, entertainment, and events at scale, while empowering the next generation of interactive creators.
Covered under our first provisional patent, this architecture enables Gig Game to support simultaneous, logically isolated game sessions - each with its own ruleset, logic flow, and participant roles.
At the core is a centralized routing layer that dynamically spins up and manages distinct engine instances for each session. Hosts, HUDs, and player devices connect via WebSocket through a shared interface layer that ensures scalable real-time interaction while isolating session-specific logic.
It’s a foundational engine that powers our platform today - and is designed to support third-party game formats, modular plug-ins, and future multiplayer experiences across categories like education, entertainment, and brand activations.
Patent Abstract:
A scalable, game-agnostic session routing system comprising: a client communication interface, a session-aware engine router, and a dynamic instantiation layer. Each incoming game session is assigned a unique session key, and the router spawns a self-contained game engine instance with modular handlers for game logic, team management, scoring, and user interaction. The router coordinates session state updates and distributes them to clients via role-specific channels - such as host, player, or spectator. The system enables concurrent live gameplay across different formats, with minimal server resource usage and zero client installation.
Run multiple game types at once - each with isolated logic, UI, and session scope.
Dynamically start and stop engine instances to optimize memory and CPU usage.
Use QR-based entry to direct players to the correct session instantly - with no app installs.
Our second provisional patent enables synthetic AI hosts to deliver real-time, context-aware commentary - reacting live to player activity, scoring updates, and event flow.
This system monitors in-game actions and converts event data into dynamic personality-driven dialogue, which is instantly synthesized into speech. The result is a fluid, improv-style hosting experience - no pre-recording or rigid scripts required.
Use cases range from high-energy trivia games to photo contests, school assemblies, and branded activations. With multi-character support and emotional tone variation, it transforms how users experience audio-driven engagement.
Patent Abstract:
A system and method for capturing real-time session activity (including score changes, team formation, and user-generated content) and mapping that data to AI-generated dialogue delivered via synthetic voice. The system features a state management layer, a personality-driven prompt generator, a scheduling mechanism for multi-character interactions, and a voice synthesis engine. Output is injected into a session broadcast or delivered to individual devices, allowing character-based commentary to evolve with gameplay. The invention supports scalable, unscripted, and emotionally varied narration across live digital experiences.
Context-aware prompts dynamically reflect user names, game states, and behavioral patterns.
Voice synthesis includes pitch, pace, and emotion modulation - enabling banter, jokes, or hype moments.
Supports multiple simultaneous AI personalities - each with unique tone, timing, and hosting style.