Can AI make game dev truly “prompt to play”? Jack Wakem (Founder, Tempest AI) breaks down how his team is building “Lovable for games” — a consumer platform where anyone can prompt, iterate, and ship, including a timeline that lets you scrub your build like a YouTube video. Tempest started as an AI-native RPG engine (RAG, context engineering, custom schemas) and evolved into a fast, consumer game-creation workflow. We dig into the hard parts (state, memory, assets), product pivots, and what ...
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Can AI make game dev truly “prompt to play”? Jack Wakem (Founder, Tempest AI) breaks down how his team is building “Lovable for games” — a consumer platform where anyone can prompt, iterate, and ship, including a timeline that lets you scrub your build like a YouTube video. Tempest started as an AI-native RPG engine (RAG, context engineering, custom schemas) and evolved into a fast, consumer game-creation workflow. We dig into the hard parts (state, memory, assets), product pivots, and what ...
Aussie AI (Reality Check): From POCs to Product—What Changed? w/ Sha-mayne Chan
Digital Nexus
42 minutes
2 months ago
Aussie AI (Reality Check): From POCs to Product—What Changed? w/ Sha-mayne Chan
In this episode of Digital Nexus, we sit down with Sha-mayne Chan, Co-founder of Friyay and Wakey Wakey Sales, to unpack how AI is reshaping startups, SMEs, and big business in Australia. We cover: 🚀 How startups can now build products without a tech co-founder 📱 The story behind Wakey Wakey, an AI SMS sales assistant helping small businesses scale 🏦 Why big corporates are finally moving past endless POCs and into real AI adoption 🛠️ The rise of agentic workflows vs. AI agents — and what th...
Digital Nexus
Can AI make game dev truly “prompt to play”? Jack Wakem (Founder, Tempest AI) breaks down how his team is building “Lovable for games” — a consumer platform where anyone can prompt, iterate, and ship, including a timeline that lets you scrub your build like a YouTube video. Tempest started as an AI-native RPG engine (RAG, context engineering, custom schemas) and evolved into a fast, consumer game-creation workflow. We dig into the hard parts (state, memory, assets), product pivots, and what ...