Games at Shroozy

AI, games & immersive technology

A life sim you live inside.

Vicarious is a life simulation you step inside: make a home, build a household and create things with your own hands. Developed by Shroozy in Coventry, it is also our working prototype for researching AI in games and immersive technology.

We’re exploring how creative AI, VR interaction and shared presence can change the way people make, play and spend time together. The prototype runs on Meta Quest, with a desktop version alongside it.

Meta QuestDesktop prototypeIn development
Prototype footage
AI feature reel · 30 seconds Paint Skill and an in-world AI games console.

The idea we’re testing

What happens when AI becomes part of the world you play in?

In Vicarious, AI lives in familiar objects: a canvas you paint on and a console you play. We’re investigating whether these interactions can support creativity and a sense of being there, while keeping the player in control.

Working prototype. Player studies are the next step; these questions guide what we build and test.

  1. 01

    Creative AI

    Paint Skill develops a canvas you start by hand; the Remix console brings AI-created games into the home. Our focus is creative ownership: does the player still feel they made the work and chose the experience?

  2. 02

    Immersive interaction

    Unity and Meta Quest turn brushes, controllers and everyday objects into things you use with your hands. We’re exploring presence and usability: how should AI respond without interrupting the flow of VR?

  3. 03

    Shared worlds

    An early multiplayer prototype connects Quest and desktop players. The research direction is shared presence across devices: can people create and spend time together when their ways of interacting differ?

From research idea to implementation

AI you can use inside VR.

These two working integrations show how we’re putting the research into practice: Paint Skill develops a painting you start by hand, and the Remix console brings AI-created games onto the television in your home.

Painting in VR, then the result: on the left a cactus with a flower painted by hand on an easel in the headset, and on the right the finished painting Paint Skill develops from it
In VR → Result Paint by hand on the easel, then watch Paint Skill finish it

01 / Paint Skill

You make the marks. AI develops the painting.

The player picks up a brush and begins the work in VR. Paint Skill then uses AI to develop the painting, aiming to preserve the subject, composition and brushwork while adding detail.

What we’re investigating: whether the result still feels like the player’s own work, and which details need to be preserved to keep that sense of authorship.

The television switched off beside the Remix console, and a Remix game playing on the in-world television
TV off → Playing The console under the television is playable, not decorative

02 / Remix console

A games platform that exists inside the home.

The console under the television is playable, not decorative. Pick up the in-world controller and its inputs work on the screen: browse Remix's library, launch a game and keep playing without leaving the life sim.

What we’re investigating: whether AI-created games from Remix feel like a meaningful part of everyday life inside the simulation.

Check out Remix.gg

Meet the assistant

Shroozy lives in your home.

A little hologram companion who appears when you call him, shows what he is feeling with his eyebrows and eyes, and can turn his head into a camera. He is the face of the AI features in Vicarious.

In the build Tap to summon him again

Shroozy

Idle, until you call.

He floats beside you, blinks, glances around and raises an eyebrow when something catches his interest. Call him and he spins into being in a burst of sparkles; send him away and he folds back out of the world. The assistant is Shroozy's own mascot, brought into the game as the companion for the AI features.

The model above is the same character used in the game.

Summon and dismiss Sparkles in, a smile, then out again · in-game capture
Camera mode His head warps into a camera, rec light and all · in-game capture
In the build
  • Summon and dismiss
  • Expressions
  • Camera mode
  • Name him
  • Cards beside him

Next for Vicarious Plus

Prototyping

Your email, in VR

Ask him to check your email. Messages appear on a panel beside him, he reads or summarises one, and drafts a reply you can edit by hand or voice. Nothing is sent until you say so.

In design

Time and weather

Ask what time it is where you really are and what the weather will do, so a long session in VR does not swallow your day.

In design

Talk to him

Ask Shroozy questions and get help in conversation, by voice or text, with the answer spoken or shown on a card beside him.

And more on the way: calendar and reminders, a morning briefing, music, notes and files. Reading is automatic. Anything that sends or changes something outside the game asks you first.

Today Shroozy is the body for the AI features: how he appears, moves and looks. The abilities marked in design are not in the game yet.

A few familiar faces

Make room for a little personality.

A household starts with the people in it. Create your look with Genies avatars, choose traits and build family connections. These are a few of the characters from our prototype.

Amara, a Genies avatar rendered from the Vicarious prototype
Amara
Theo, a Genies avatar rendered from the Vicarious prototype
Theo
Marisol, a Genies avatar rendered from the Vicarious prototype
Marisol
Yuki, a Genies avatar rendered from the Vicarious prototype
Yuki

Under the surface

The Vicarious Engine.

A simulation framework built on Unity. It keeps track of characters, relationships and the household, giving us a persistent world in which to explore AI and immersive interaction over time.

A finished character on the creator pedestal with the household family tree and wardrobe open around them
People Looks, clothes and family · Quest capture
Two views of a home: the green bungalow with its bay window at dusk, and inside, a character standing in the living room beside a bookcase and armchair
Home A house you build and live in, outside and in · Quest capture
Two views of Derville Corner: the plaza avenue and its shops seen from above, and a character on a bench in the plaza under autumn trees
World Derville Corner, a plaza of shops, food and fun · Quest capture
In the build

Life goes on outside your view.

Step into one housemate and the others still have needs, moods and relationships. The Engine connects those systems to the things you can do with your own hands in VR.

01

People

Needs, moodlets and traits inform what a character chooses to do. Friendship and romance are tracked between individual pairs.

In the build
02

Place

Households and building data are saved. Social options can change with a character’s mood, traits and relationships.

In the build
03

Daily life

Painting progress, owned objects, work shifts and school schedules connect individual actions to the wider household. The same simulation supports VR and desktop views.

In the prototype
04

Together

Multiplayer is a layer around the game, so single player stays as it is. A host decides what is shared, such as doors, lamps and objects, while each player controls themselves.

Early prototype

The Vicarious Engine is the simulation and AI framework underneath the game. VR leads the development, with a desktop prototype now alongside it; reuse in future Shroozy games remains a longer-term direction.

New in the build

Make things. Share them. Do it together.

The prototype has grown beyond the home: a camera for the moments you want to keep, a way to go live, a shop where your sim can work, a reader for the books on your shelf and a first multiplayer prototype.

The floating camera tablet showing the tripod view, and the watch inventory with the tablet, drone and tripod as bubbles
Tablet · Watch Photo, record, tripod and drone, and your camera kit one tap away

01 / Create and share

Capture the life you build.

A smartwatch, a floating tablet, a tripod, a follow drone and a photo printer turn Vicarious into somewhere to make content. Take photos, record clips and print pictures to hang on your walls.

Photo and video capture work in the prototype.

Live on Twitch A real stream of the prototype, recorded from the Twitch page
The Twitch channel page showing a live-now notice over the game stream, with the live badge and recent broadcasts below
Going live The Twitch channel page the moment the stream starts

02 / Go live

Stream your sim life.

Raise the in-game tablet for a selfie, then go live and stream what you are doing straight to Twitch. Your friends can watch your household from outside the game while you play.

Streamed live from the prototype to Twitch.

Quill's Corner Shop from above, the staff notice board with rota and tips (artwork), and the shopping panel beside a shop clerk
Shop · Notice board · Shopping Quill's Corner Shop, the staff notice board (artwork) and groceries for the fridge at home

03 / Work

A job to go to.

Find work on the tablet, then take a shift at Quill's Corner Shop. Serve the till, restock the shelves and mop up spills by hand, or send your sim alone and let their skills and mood decide how it goes. Pay counts only for time actually worked.

Every job runs on one framework, so more careers can follow. Retail is the first one built.

The two-page book reader open in VR, showing Jesus, The Son of Man with Library, Chapters, Bookmarks, font size and page controls
Reader Two pages, chapters and bookmarks · Quest capture

04 / Read

A book on the shelf.

Pull a book from the bookcase and read it in a two-page reader with chapters, bookmarks and adjustable text size. Public-domain novels come bundled, and you can import your own EPUBs. It works in VR and on desktop.

Why it matters

Play that makes things, and makes room for friends.

Vicarious is also a way to learn what emerging technology can add to everyday play, in a way people with different devices can share.

Four housemates gathered in a living room, one asking another what they have been up to
Housemates Conversations that start in the same room
  1. 01

    Making is part of play

    Painting, photography and reading sit inside a life sim, so creating something is part of living in the world rather than a separate app.

  2. 02

    Friends on different devices

    A headset player and a desktop player can share a space, so spending time together does not depend on everyone owning the same hardware.

  3. 03

    Built to be reused

    The simulation, job and building systems are designed so that future Shroozy games can build on them rather than start again.

  4. 04

    Made in Coventry

    Developed by Shroozy, an emerging-technology studio in Coventry, UK, with player testing planned to learn where AI and VR help and where they get in the way.

The life sim underneath

More than a technology demo.

AI is one layer of a wider VR life sim: a household, a home and a set of systems that keep moving even when the player is not looking directly at them.

  1. 01

    A household with a life of its own

    Needs, moods, traits, relationships and everyday routines shape what each character wants to do next.

  2. 02

    Family, friends and first impressions

    Choose traits and family connections. Get to know somebody through social choices shaped by their mood, your relationship and what you have learned about them.

  3. 03

    A home you can keep changing

    Build across floors, add stairs, choose roof styles and decorate with wall finishes, furniture and the paintings you make.

  4. 04

    Life beyond the front door

    Work and school schedules sit alongside household routines. Derville brings neighbouring homes, a school and a park into the wider prototype.

The next research step · Planned player studies

How we’ll test the experience.

The integrations are working; their value to players still needs to be tested. We plan to combine hands-on tasks, player feedback and technical measurements to learn what helps, what interrupts play and what needs to change.

01

Does the result still feel yours?

Compare a player’s canvas before and after AI refinement, then ask which subjects, colours and marks still feel like their own. Use that feedback to refine what Paint Skill preserves.

02

Does AI fit the pace of VR?

Measure generation time and observe where waiting, feedback or failures interrupt a painting task. Explore how to keep the player informed and in control while the result arrives.

03

Does it belong in everyday play?

Let players paint and use the Remix console within a household session. Ask whether they would return to these objects, and why, to understand their value beyond a first demonstration.

04

Can different devices share the experience?

Compare the same shared activity with Quest and desktop players. Observe communication, controls and barriers to participation, including differences in VR familiarity and comfort.

Research with a purpose

Useful to players. Useful to what we build next.

The aim is to learn where AI and immersive technology add something worth keeping. A result that shows an approach needs to change is useful too.

Player choice and trust. Planned studies will examine whether players understand when AI is involved, what happens to their canvas and how much control they want over the result.

Access and inclusion. We plan to involve people with different levels of gaming and VR experience, and examine comfort, readable feedback and the barriers between headset and desktop play.

Practical, sustainable development. We plan to track generation requests, waiting times and running costs, and explore avoiding unnecessary retries. The Unity simulation framework is designed for reuse in future Shroozy games; these studies will help inform that direction.

Vicarious · Meta Quest

Visit the Vicarious launch page.

PlayVicarious.com is the main Vicarious launch page. For build access, longer footage or research enquiries, email [email protected].

Play Vicarious