HOW SPRITEWORKS WORKS
THE FACTORY BEHIND THE FACTORY.
▸ Product layers
Spriteworks consists of four conceptual layers.
01
WORLD
The pixel-art factory.
RESPONSIBLE FOR
- ■characters
- ■machines
- ■movement
- ■compute visualization
- ■job animations
- ■handoffs
- ■personality
02
EXPERIMENTS
The user-facing workflows.
MACHINES
- ■HUNT
- ■BATTLE
- ■ROAST
- ■MUTATE
03
ORCHESTRATION
Controls the flow of each job.
CONTROLS
- ■which Sprite works
- ■which stage runs next
- ■what information moves between stages
- ■experiment state
- ■structured outputs
04
INFRASTRUCTURE
Eventually responsible for:
PLANNED
- ■model inference
- ■web research
- ■social data
- ■onchain data
- ■storage
- ■Orbio usage
▸ Experiment state
Jobs use explicit states. The visual factory responds to these states.
IDLE→JOB_RECEIVED→ROUTING→MOVING→COMPUTE_TRANSFER→SPRITE_WORKING→HANDOFF→SECONDARY_SPRITE_WORKING→FINISHING→COMPLETE→ERROR
COMPUTE_TRANSFER should actually cause compute particles to travel from the Orbio Core toward the active machine.
▸ Why the world and AI are separate
The pixel factory communicates process. The result interface communicates information. Long research reports don't belong on tiny pixel monitors.
FACTORY
- ■movement
- ■status
- ■characters
- ■compute
- ■handoffs
RESULT INTERFACE
- ■text
- ■sources
- ■tables
- ■comparisons
- ■analysis
▸ Current architecture
PROTOTYPECurrent Spriteworks uses:
- ■mock experiment responses
- ■simulated compute
- ■local browser history
- ■visual state machines
▸ Target architecture
PLANNEDUSER
SPRITEWORKS FRONTEND
SERVER/API LAYER
WORKFLOW ROUTER
ORBIO
MODEL / TOOL
STRUCTURED RESULT
SPRITEWORKS
WORK COMPLETE