I build games and simulations for humans, robots and AI agents.

Building worlds where humans, robots and AI agents learn, play, and evolve together.

I spent many years making AAA games, then moved to simulation for defense and robotics. My environments train and test robots and AI agents before they act in the real world, so they protect people and stay aligned with the humans they serve.

01 · Selected work

Systems

Six projects with public code, live demos or video. Each project page covers the problem, the design and the results.

Autonomy harness · Rust · 2026

Veoveo

A self-hosted autonomy harness for physical AI, where humans, robots and agents learn, play and evolve together in simulated and real worlds. Agents rehearse in simulation and command robots in the field through the same controls.

An operator typed “fly to Times Square”, and the pilot agent planned the route and flew it, using only the vehicle it was allowed to command.

RL and game dev harness · C, CUDA, WebAssembly · 2026

AlienWars Gym

A reinforcement learning and game development harness. Coding, design and NPC agents use it as a world model: they explore procedurally generated 3D worlds in simulation and train policies inside the development loop.

A whole fleet retrains in under 20 minutes on one GPU, so agents can test a design change in the same session.

Autonomy simulation · Shield AI

Shield AI Hivemind simulator

I developed the simulator shown in Shield AI’s Hivemind fixed-wing demo. Hivemind is Shield AI’s autonomy software for military and commercial aircraft.

Hivemind flies the aircraft. The world it flies in is my simulator.

Formal methods · Lean 4, Three.js · 2026

Maquina

An execution model for simulated worlds. A Lean 4 kernel checks every state change, and each run can be replayed. Agents, people and planners propose actions; the kernel accepts or rejects each one.

Play a mission in the browser and see why every order is accepted or refused, then rewind and try another path.

Decision engine · Rust, WebAssembly · 2026

Axionomy

A Rust engine that models a problem as accounts, assets and exchanges. Search, optimization and reinforcement learning propose exchanges; the engine validates each one and keeps a replayable trace.

The same engine solves a maze, runs a market and schedules a league of agents, and shows the reason behind every decision.

Open source · Unreal Engine, Rust, GStreamer · 2018–2022

Simbotic

An open-source simulation engine and AI platform for training perception models on synthetic data and testing robots in simulation.

Robots and perception models learned from synthetic worlds before they met the real one.

02 · Research lab

Experiments, 2024–2026

Short videos of current experiments. Hover over a card to preview it; select it to watch.

Full video archive (86)
Sep 2026Robot learning

Adaptive Locomotion: Full Film

One learned policy keeps a quadruped walking and standing through lost limbs, slopes and moving ground.

Sep 2026Multi-robot

Rover Swarm over a Degraded LoRa Mesh

Simulated rovers share data over a Reticulum mesh network with heavy packet loss.

Sep 2026Neuro-control

Fly Flight School

A simulated fly learns to fly through the wiring map of a real fly’s brain.

Sep 2026Agents

AlienWars Game Dev Harness

A reinforcement learning and game dev harness: coding agents explore a world model in simulation and run reinforcement learning in the loop.

Sep 2026Language models

ModernBERT Plays Doom

A small language model plays Doom in real time, more than twice as fast as the game needs.

Sep 2026Robot learning

Adaptive Locomotion

A quadruped learns to walk by practicing in thousands of simulated worlds at the same time.

Sep 2026MuJoCo

Amphibious Quadruped in MuJoCo

A quadruped with leg-mounted floats walks into water, floats and walks out. Built in 40 minutes from a design posted on LinkedIn.

Sep 2026World models

Self-Improving Agent Trains a UAV with JEPA

An AI agent read a research paper, wrote the code, and trained a drone controller that flies more accurately than the hand-written one.

Sep 2026Neural operators

PINO Wind Forecasting for Drone Delivery

A drone learns to predict the wind and keeps its package on target in gusts it never trained on.

Sep 2025Simulation

Distributed Quadcopter Simulation

A drone simulation split into separate programs that talk to each other, the way software runs on a real robot.

Nov 2024Generative

Agentic Procedural Augmented Generation

Text and image prompts drive an agent that generates 3D characters procedurally.

Oct 2024Agents

NPCs: Autonomous Agents

NPC agents with individual goals that produce group behavior.

03 · Track record

Career

  1. 2026–

    Bioma

    Founder, CEO and CTO. Building Veoveo, a self-hosted autonomy harness for physical AI, where humans, robots and agents learn, play and evolve together in simulated and real worlds.

  2. 2025–

    Open-source projects

    AlienWars Gym, Maquina and Axionomy, plus the experiments in the lab above.

  3. 2018–

    Shield AI

    Principal AI and Simulation Engineer (contract). AI and simulation infrastructure, harness, training, synthetics and building world models where humans, robots and AI agents learn, play and evolve together. Developed the simulator shown in the Hivemind fixed-wing demo.

  4. 2016–2026

    Vertex Studio

    Founder & CTO. Building scalable simulation infrastructure solutions and immersive experiences centered on human-robot-AI interaction. Designing and implementing multi-agent frameworks and behavior systems.

  5. 2018–2022

    Simbotic AI

    Lead Simulation and AI Engineer. Leading development of an open source physical AI platform for sim-to-real transfer and digital twin applications, and real-time synthetic data pipelines for training embodied AI models.

  6. 2017–2019

    Civil Maps, Velodyne, Galois

    Consulting: sensor characterization and visualization tools, Unreal Engine in development operations, and autonomous swarm simulation architecture for DARPA and DoD programs.

  7. 2016–2017

    Red Pill VR

    Real-time deep learning inference in a VR music MMO using TensorFlow, GStreamer and Unreal Engine 4; physics-based VR gameplay and full-body VR networking.

  8. 2015–2016

    Rawbots

    Designed and built a robot-crafting sandbox game with physics-simulated robots (Bullet Physics).

  9. 2005–2015

    LucasArts & ILM, MunkyFun, Beyond Games

    Gameplay, physics and networking on console titles, including Star Wars: The Force Unleashed. Simulation tools for real-time effects and previsualization on several films.

Press and interviews

And
yet
it moves!

04 · Writing

Articles

The “Simulated Worlds” series, first published on X. RSS feed.

05 · About

Alex Rozgo

Portrait of Alex Rozgo

I started in console games, writing gameplay, physics and networking code at LucasArts and other studios across the industry. Since 2016 I have worked on simulation for robotics, autonomy and defense, and on the perception and learning systems trained in those simulations.

I prefer small sets of well-defined parts: typed state, explicit rules, and runs that can be replayed. I write Rust by choice, C and CUDA where performance requires it, and Python for training and tooling.

“With four parameters I can fit an elephant, and with five I can make him wiggle his trunk.”

John von Neumann, as quoted by Enrico Fermi
Tools, and where to see them
RustVeoveo, Axionomy
C, CUDAAlienWars Gym
Lean 4Maquina
PPO, PufferLibAlienWars Gym
MuJoColab experiments
Isaac Sim, PX4Veoveo
Unreal EngineSimbotic, Shield AI
Unitygames archive
GStreamer, LibTorchSimbotic
WebAssemblyAlienWars Gym, Axionomy
Model Context ProtocolVeoveo, Axionomy
RerunVeoveo
06 · Contact

Get in touch

alex.rozgo@gmail.com