World Models

This is an excerpt from a longer deep dive and was co-written by our partners at Lightspeed. To read the whole article, click here.

Artificial Intelligence’s impact on gaming and interactive media has shaped not only Lightspeed’s investment approach — backing category-defining companies, including Inworld in AI character development, Pika in AI video generation, and Suno in AI music creation — but also how consumers play, work, and connect.

It is still relatively early in the development and consumer adoption of AI applications, but we have already seen foundation models drive significant value, including:

  • Text (ChatGPT, Claude, Grok)
  • Audio and music (Suno, ElevenLabs)
  • Images (DALL·E 3, FLUX.1, Stable Diffusion 3.5, Ideogram, Midjourney)
  • Videos (Pika 2.0, Sora, Runway Gen-3 Alpha, Luma Photon, Google DeepMind Veo 2)

These innovations are democratizing content creation for consumers, creators, and hobbyists, allowing them to design and deliver experiences previously accessible only to trained professionals.

Across each of these categories, the models have become exponentially more powerful with each generation. Taking text as an example, GPT-3 to GPT-4 saw remarkable deltas in model size (175B parameters to 1.8T parameters), context window (2048 tokens to 128K tokens), and capability (bottom 10% of test-takers versus top 10% of test-takers).

The pace of progress has also accelerated: OpenAI released GPT-4 in March 2023, and then GPT-4 Turbo in November the same year, delivering a far larger context window. In May 2024, GPT-4o delivered the first truly multimodal large language model twice as fast and at half the cost of Turbo from around six months prior. GPT-4o Mini (July 2024) delivered lower API costs, o1 (September 2024) featured advanced reasoning capabilities, and o3 (December 2024) set benchmarks across coding, mathematics, and science.

Tomorrow’s Expansion: Generative Games

What comes after generative videos? Many consider world models the next major modality in AI.

In machine learning terms, a world model can imagine how a virtual (or physical) world evolves in response to an agent’s — or player’s — behavior. Building on advancements in video generation and autonomous vehicles, these "world simulators" can deliver three-dimensional interactive experiences with temporal and spatial consistency.

For simplified purposes, let’s think of world models as generative or "engine-less" games: virtual worlds that allow user input and respond coherently in real time. Imagine if you could create custom virtual worlds nearly as easily as you might create text or images in ChatGPT today. It’s a big idea!

World models are still early in development and output fidelity, but they already demonstrate various emergent capabilities at scale, including complex character animation, physics, agent action prediction, and object interactivity. World models are trained on large datasets across all other modalities (text, audio, images, and videos) to develop the ability to reason around the consequences of actions.

The implications of world models will be far-reaching — and not only for virtual worlds. Meta’s Chief AI Scientist Yann LeCun described in a recent talk how world models would eventually “understand the (physical) world” and possess the ability to “reason and plan to the same level as humans,” serving as the foundation for complex task execution across consumer (clean my room, wash my dishes) and commercial (robotics) environments that current modalities are not capable of. Many of the near-term applications of world models, however, will likely be the on-demand generation of gaming and interactive media applications or live-interactive video experiences.

Several key questions remain, including the massive amounts of data and computing power required to train and run world models, as well as how to deal with hallucination and model biases.

But if there are lessons to be drawn from previous advances, it’s that things often start a bit wonky but become compelling only a few years later. Before we get into our views on the future impact and potential applications of world models, let’s start with a brief history of how we got here.


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Content Worth Consuming

Source: liftoff.io

2025 App Marketer Survey (liftoff.io): “Liftoff and AppsFlyer recently surveyed over 700 mobile marketers from companies across multiple app categories to gauge marketer sentiment about industry health, campaign performance, and new innovations. Our new report combines the latest downloads and revenue data from Sensor Tower and AppsFlyer, with a summary of the survey findings to provide a comprehensive look at the mobile marketing industry today. ”

Astro Bot Director Nicolas Doucet (The AIAS GameMaker's Notebook): “Shuhei Yoshida chats with Team ASOBI Studio Director Nicolas Doucet. Together they discuss his journey in game development from his early days in QA to his move to work at Japan Studio; building Team ASOBI to work on the emerging technology within SIE; the origins and development of Astro Bot; and how they worked with publishers around the world to represent their characters within the world of Astro Bot.”

Games Workshop's Ian Livingstone, Fantasy Knight in Real Life (The Fourth Curtain): “This week's guest is a founder of Games Workshop, publisher of White Dwarf magazine, creator of the Fighting Fantasy Books and Executive Chair of Eidos Interactive Sir Ian Livingstone. This Knight of the British Empire started a business while living in a van, prevailed through a Satanic panic about his Fighting books, saw the promise of a certain Tomb Raider and birthed a mass media entertainment phenomenon.”

Behold VC: Funded By Gaming Leaders For Gaming Leaders with Lína Ingvarsdóttir (Rise and Play Podcast): “In this new episode host Sophie Vo sits down with Sigurlína (Lína) Ingvarsdóttir, a veteran of the gaming industry and founding partner at Behold Ventures. Lína shares her incredible journey from working on AAA franchises like Star Wars Battlefront and FIFA to transitioning into venture capital and founding Behold VC.”

Understanding Battle Pass Game Design from Overwatch 2 (GameMakers Podcast):Dive deep into Battle Pass design with industry experts discussing Overwatch 2's approach, player psychology, and monetization strategies. Learn essential insights about progression systems, player choice, and value perception from game developer Ted Park and former Riot meta-systems expert Chris Cobb, hosted by Joseph Kim of Lila Games.


Our Gamification Consulting Services

Today, we’re highlighting our gamification consulting services. Applying game mechanics to all sorts of applications has proven to boost retention, engagement, and revenue – but doing it right can be harder than it seems.

Naavik offers gamification deconstructions, workshops, and ongoing flexible support. Here is what one of our clients had to say.

“We have been very happy with the support Naavik provided to Sleepagotchi. They have an incredible expert network, with world-class game designers, narrative designers, and UA specialists. The team helps us in developing and stress-testing new game core loops, think deeply about our game constraints, and something that is rare for a consulting partner – care deeply about our mission and vision.”

Anton Kraminkin, Founder & CEO of Sleepagotchi

If you’d like to learn more, reach out here! Also check out our expanded consulting service portfolio here.


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