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      <description>천천히 올바르게. AI Researcher &amp; DevOps Engineer Youngju&#39;s tech blog. GPU/CUDA, LLM, MLOps, Kubernetes AI workloads, distributed training, and data engineering.</description>
      <language>ko</language>
      <managingEditor>fjvbn2003@gmail.com (Youngju Kim)</managingEditor>
      <webMaster>fjvbn2003@gmail.com (Youngju Kim)</webMaster>
      <lastBuildDate>Sat, 16 May 2026 00:00:00 GMT</lastBuildDate>
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    <guid>https://www.youngju.dev/blog/culture/2026-05-16-ai-game-asset-generation-npc-2026-scenario-layer-promethean-charmed-inworld-convai-trellis-meshy-deep-dive.en</guid>
    <title>AI Game Asset Generation and NPC AI 2026 - A Deep Dive into Scenario, Layer, Promethean, Charmed, Inworld, Convai, Trellis, Meshy, Tripo, and Rodin</title>
    <link>https://www.youngju.dev/blog/culture/2026-05-16-ai-game-asset-generation-npc-2026-scenario-layer-promethean-charmed-inworld-convai-trellis-meshy-deep-dive.en</link>
    <description>In 2026, game development is no longer an era in which humans craft every texture, model, and line of dialogue by hand. Scenario produces hundreds of 2D illustrations per week using Stable Diffusion models fine-tuned for specific games, while Layer AI has redesigned the workflow itself for game studios. Promethean AI alone occupies the virtual world builder category, and Charmed pins down character and asset work in a single screen. On the 3D side, Microsoft Trellis, Meshy, Tripo, Rodin Gen-1.5, Sloyd, CSM, and NVIDIA Edify 3D build meshes and topology directly from text and images. In the NPC AI category, Inworld AI has become the standard character SDK integrated into Unity and Unreal, with Convai and NVIDIA ACE (Avatar Cloud Engine) following behind. Ubisoft NEO NPC stunned GDC 2024, and by spring 2026 conversational NPC AI is starting to ship in real games. This article maps the 2026 AI game asset and NPC AI ecosystem end to end — 2D art, 3D models, textures, voice, procedural content generation, and the moves Korean and Japanese studios are making.</description>
    <pubDate>Sat, 16 May 2026 00:00:00 GMT</pubDate>
    <author>fjvbn2003@gmail.com (Youngju Kim)</author>
    <category>ai-game-assets</category><category>npc-ai</category><category>scenario</category><category>layer-ai</category><category>promethean</category><category>charmed</category><category>inworld-ai</category><category>convai</category><category>trellis</category><category>meshy</category><category>tripo</category><category>rodin</category><category>2026</category><category>deep-dive</category><category>english</category>
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    <guid>https://www.youngju.dev/blog/culture/2026-05-16-ai-game-asset-generation-npc-2026-scenario-layer-promethean-charmed-inworld-convai-trellis-meshy-deep-dive.ja</guid>
    <title>AIゲームアセット生成 &amp; NPC AI 2026完全ガイド - Scenario・Layer・Promethean・Charmed・Inworld・Convai・Trellis・Meshy・Tripo・Rodin深掘り分析</title>
    <link>https://www.youngju.dev/blog/culture/2026-05-16-ai-game-asset-generation-npc-2026-scenario-layer-promethean-charmed-inworld-convai-trellis-meshy-deep-dive.ja</link>
    <description>2026年のゲーム開発は、もはや人間がすべてのテクスチャ、モデル、台詞を手で作る時代ではない。Scenarioはゲーム専用にファインチューニングされたStable Diffusionモデルで2Dイラストを毎週数百枚生み出し、Layer AIはワークフロー自体をゲームスタジオ向けに設計し直した。Promethean AIは仮想世界ビルダーというカテゴリを単独で占め、Charmedはキャラクター・アセットを一画面でまとめる。3Dの側ではMicrosoft Trellis、Meshy、Tripo、Rodin Gen-1.5、Sloyd、CSM、NVIDIA Edify 3Dがテキストや画像から直接メッシュとトポロジーを生成する。NPC AIのカテゴリではInworld AIがUnityとUnrealに統合されたキャラクターSDKの標準となり、ConvaiとNVIDIA ACE(Avatar Cloud Engine)がそのあとを追う。UbisoftのNEO NPCの実演は2024年GDCを揺るがし、2026年春には実際のゲームにNPC会話AIが搭載され始めた。本稿は、2026年のAIゲームアセット + NPC AIエコシステムを最初から最後まで — 2Dアート、3Dモデル、テクスチャ、音声、プロシージャルコンテンツ生成、そして韓国・日本スタジオの動向まで — 一息に整理する。</description>
    <pubDate>Sat, 16 May 2026 00:00:00 GMT</pubDate>
    <author>fjvbn2003@gmail.com (Youngju Kim)</author>
    <category>ai-game-assets</category><category>npc-ai</category><category>scenario</category><category>layer-ai</category><category>promethean</category><category>charmed</category><category>inworld-ai</category><category>convai</category><category>trellis</category><category>meshy</category><category>tripo</category><category>rodin</category><category>2026</category><category>deep-dive</category><category>日本語</category>
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    <guid>https://www.youngju.dev/blog/culture/2026-05-16-ai-game-asset-generation-npc-2026-scenario-layer-promethean-charmed-inworld-convai-trellis-meshy-deep-dive</guid>
    <title>AI 게임 에셋 생성 &amp; NPC AI 2026 완벽 가이드 - Scenario · Layer · Promethean · Charmed · Inworld · Convai · Trellis · Meshy · Tripo · Rodin 심층 분석</title>
    <link>https://www.youngju.dev/blog/culture/2026-05-16-ai-game-asset-generation-npc-2026-scenario-layer-promethean-charmed-inworld-convai-trellis-meshy-deep-dive</link>
    <description>2026년의 게임 개발은 더 이상 사람이 모든 텍스처와 모델, 대사를 직접 손으로 만드는 시대가 아니다. Scenario는 게임 전용으로 파인튜닝된 Stable Diffusion 모델로 2D 일러스트를 매주 수백 장 뽑아내고, Layer AI는 워크플로 자체를 게임 스튜디오용으로 재설계했다. Promethean AI는 가상 세계 빌더 카테고리를 단독으로 차지하고, Charmed는 캐릭터·에셋을 한 화면에서 짚어낸다. 3D 쪽에서는 Microsoft Trellis, Meshy, Tripo, Rodin Gen-1.5, Sloyd, CSM, NVIDIA Edify 3D가 텍스트·이미지로부터 직접 메쉬와 토폴로지를 만든다. NPC AI 카테고리에서는 Inworld AI가 Unity와 Unreal에 통합된 캐릭터 SDK의 표준이 되었고, Convai와 NVIDIA ACE(Avatar Cloud Engine)가 그 뒤를 따른다. Ubisoft의 NEO NPC 시연이 2024년 GDC를 흔들었고, 2026년 봄에는 실제 게임에 NPC 대화 AI가 탑재되기 시작했다. 이 글은 2026년의 AI 게임 에셋 + NPC AI 생태계를 처음부터 끝까지 — 2D 아트, 3D 모델, 텍스처, 음성, 절차적 콘텐츠 생성, 그리고 한국·일본 스튜디오의 동향까지 — 한 호흡으로 정리한다.</description>
    <pubDate>Sat, 16 May 2026 00:00:00 GMT</pubDate>
    <author>fjvbn2003@gmail.com (Youngju Kim)</author>
    <category>ai-game-assets</category><category>npc-ai</category><category>scenario</category><category>layer-ai</category><category>promethean</category><category>charmed</category><category>inworld-ai</category><category>convai</category><category>trellis</category><category>meshy</category><category>tripo</category><category>rodin</category><category>2026</category><category>deep-dive</category>
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