2.1 Position Statement on Responsible AI in Games

AI isn’t just a build tool - it is a catalyst that brings whole worlds to life.
Using that power should demand integrity.
We believe emotional safety, educated consent, and human-authored narrative intent are not optional add-ons.
They are design principles.

Vinebright did not start with AI and search for a use case. We set out to build a story-driven game - a living world where characters remember, respond, and evolve - and AI emerged as the tool that made that vision possible.

We use AI because it allows us to build the kind of worlds we actually want to play in. Without AI, Of Moss & Moonlight would have remained an idea - not a studio, and not a game.

As the implications of creating living worlds became clear, ethical responsibility became inseparable from technical delivery. Questions of safety, consent, and human impact needed to be established by design from the outset.

From the paper:
Framework for
Responsible AI in Games

Full paper release
15th May 2026
We built a game that demanded an AI runtime.
Building that runtime demanded an ethical framework.
That led us to create all three.

Players and creators both, we work with and design for these communities, and everything we deliver is built with their needs in mind. Together with key industry partners, creative communities, and the wider gaming ecosystem, we aim to shift how AI is understood and used in player-facing systems.

AI is already changing how games are built. The question is not whether it appears in our worlds, but how deliberately, transparently, and responsibly we choose to use it. 

2.2 Join the Conversation

This is a living framework.

We’re refining it with input from creators, studios, players, and researchers. If you have a perspective, challenge, or insight, we’d love to hear it.

Join the Conversation →