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 ...
From Mental Health App to Indy Jeff Quach on Building AI Families Actually Trust
Digital Nexus
50 minutes
3 weeks ago
From Mental Health App to Indy Jeff Quach on Building AI Families Actually Trust
From hacking mainframes to building Haven (mental health) and now Indy, an AI co-pilot helping families navigate paediatric and developmental care, Jeff Quach shares a builder’s journey grounded in anthropology, trust, and real-world impact. We unpack when AI should support human care (not replace it), why guardrails matter, how to find the right co-founder, and the gritty reality of bootstrapping (“the desert walk”), plus practical tools and workflows you can use today. Time stamps 00:00 – ...
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 ...