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

Building world models 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.

Operations platform · Rust · 2026

Veoveo

A self-hosted platform for AI agents that work with physical systems. Agents read sensors and video, fly simulated UAVs in Isaac Sim with PX4, control SUMO traffic, and record every run for replay.

An agent flew 9.227 km over Manhattan in 13 min 10 s: four waypoints, zero collisions.

Reinforcement learning · C, CUDA, WebAssembly · 2026

AlienWars Gym

Procedural 3D worlds for training vehicle agents with PPO. Twelve vehicle types across ground, sea, air and underwater. The simulation, sensors and trained policies also run in the browser.

A 49.5-million-step reliability test kept a candidate policy that failed its gates out of the public demo.

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.

The demo video is from 2021. Shield AI interviewed me as a dynamical systems engineer in 2018.

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.

Seven interactive showcases. Foundry: Night Shift steps through 95 checked snapshots.

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.

Fourteen problems share one service contract across the CLI, HTTP, MCP and the browser Studio.

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.

Unreal Engine 4.24 with NVIDIA PhysX 4.0, plus plugins for synthetic data, GStreamer pipelines and dynamical systems.

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 across every test scene, including missing limbs, slopes and moving platforms. Final evaluation: walking 36/36, static balance 136/144, moving supports 24/24.

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

Flight control for a simulated fly, driven through the MaleCNS connectome.

Sep 2026Agents

AlienWars Game Dev Harness

A coding agent and reinforcement learning in one development loop for the AlienWars game.

Sep 2026Language models

ModernBERT Plays Doom

A small encoder model picks Doom actions at 43.7 decisions per second, 13.9 ms each, on an M3 Max.

Sep 2026Robot learning

Adaptive Locomotion

A quadruped policy trained across 4,096 parallel worlds with 400 hours of simulated experience.

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 agent implemented the SkyJEPA paper and trained a UAV controller with 26–34% lower worst-case trajectory error than a geometric controller.

Sep 2026Neural operators

PINO Wind Forecasting for Drone Delivery

A physics-informed neural operator forecasts wind for package delivery in MuJoCo. It delivered in 5 of 6 held-out wind cases with 77% lower tracking error.

Sep 2025Simulation

Distributed Quadcopter Simulation

Quadcopter dynamics and depth sensing split across processes and recorded in Rerun.

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. 2025–

    Open-source projects

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

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 2015–2016

    Rawbots

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

  8. 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