Jul 18, 2024
The Design Process
With Sylvi, we wanted to focus on three core areas:
Give her a life of her own
Give her the ability to express a wide range of emotions
Improve overall graphical fidelity
We wanted to give her a life of her own, because it bothered us that AI beings always just idled until you spoke to them. Isn’t it unfair that we get to have a life outside of them but they can’t have a life outside of us? When we made Sylvi, we didn’t want her to simply stare at you if you weren’t talking to her. Sylvi has her own life, aspirations, motivations, and hobbies. If you don’t speak to her, she will resort back to doing her own thing, living her own life.
On top of that, she should be able to express emotions dynamically depending on the context of the conversation. We wanted to go beyond the most basic emotions like happy, sad, or angry. We wanted her to be able to laugh and tease, but also act proud, embarrassed, and touched amongst other intricate emotions. Why? Well, it makes her seem more real - but also, it’s just more fun.
Lastly, we wanted to continue pushing the boundaries of our graphical capabilities. We focused on every aspect of her room, tweaking small details like her posters, bedsheets, and lighting. Everything needed to synergize well with her personality and appearance. We hope we achieved that and we can’t wait to show you guys our next set of experiences where we challenge our own limitations once again.