Richard cracked his knuckles as he stared at the editing timeline. This was it—their first real shot at making an impact. The cinematic trailer was already polished to near perfection, but something was missing.
He tapped his fingers against the desk, deep in thought. "Jack."
Jack looked up from his chair, where he was slumped back, drinking a bottle of Lipovitan. "Yeah?"
Richard turned his monitor so Jack could see. "We need a gameplay section. A proper one, not just quick cuts. Cinematics will get attention, but people want to see how it actually plays."
Jack groaned. "Man, that means re-recording. I thought we were done."
Richard smirked. "Just a short sequence. Full HUD. No cuts. People need to see this isn't pre-rendered."
Jack sighed but sat up. "Fine. Let's do it right."
They booted up the game and jumped into a test environment—an urban battlefield inspired by Manila's Intramuros, with bombed-out buildings, bullet-riddled walls, and thick smoke rising from burning debris. The lighting was set to late afternoon, casting a golden glow over the war-torn city.
Jack controlled the player, moving through the streets cautiously. A squad of AI soldiers followed behind, dynamically taking cover and checking corners. The UI was minimalist—only an ammo counter, compass, and squad command indicators. No floating health bars. No excessive markers.
As Jack pushed forward, the AI enemies responded with terrifying realism. One enemy peeked from a window and fired, sending dust and debris scattering. Jack returned fire, hitting the soldier, who slumped over the window ledge before collapsing to the street below.
Richard watched, impressed. "Alright, this is the shot. We keep the voice comms on so people hear the AI reacting in real time."
Jack grinned. "Let's give 'em a show."
After an all-night edit, the final trailer was ready:
Opening Cinematic – Soldiers preparing for war, slow-motion paratrooper drop, explosions tearing through the battlefield.
Gameplay Showcase – One full-minute uncut gameplay with HUD, showing raw combat, AI interactions, and dynamic squad movement.
Ending Logo – The BullByte Studios name, sleek and professional, leaving an air of mystery.
Richard rendered the final cut, heart pounding. "Time to send it."
Jack hovered his finger over the Upload button. "You think we're ready?"
Richard exhaled. "We have to be."
Jack clicked.
Within an hour, the video was spreading.
YouTube Comments:
— "Wait… this isn't pre-rendered? This is actual gameplay?"
— "Nah, this has to be CGI. No way an indie studio made this."
— "Bro, look at the HUD. That's not a cinematic. That's real."
— "If this is real, this could be the most immersive WWII game ever."
— "Who the hell is BullByte Studios??"
Reddit Threads Exploding:
r/gaming: "Did an indie studio just outdo Call of Duty??"
r/FPSGames: "This can't be real… can it?"
Twitter Buzzing:— "That trailer was TOO real. Are we sure this isn't AI-generated?"— "The way the AI moves… it's like they're actual soldiers."— "No way this isn't fake. We've been scammed before."
Jack grinned as he scrolled through the chaos. "Dude. They think we faked it."
Richard leaned back, shaking his head. "We made it too good. They don't even believe it exists."
Jack laughed. "Damn, we're legends already."
Jack leaned forward, an idea forming. "Alright. If they think it's fake, let's shut them up."
Richard raised an eyebrow. "How?"
Jack cracked his fingers. "We go full AI voice interaction. One take. No edits."
They set up a new recording. Jack booted the game and activated the microphone-based AI command system.
He pressed the in-game radio button and spoke:
"Squad, stack up on the door."
The AI soldiers immediately moved into position.
Jack continued, testing the system.
"Breach on my mark… go."
The AI kicked the door open and stormed in, checking corners.
Jack smirked. "Alright, let's take it further." He faced an AI soldier and said:
"Give me a sitrep."
The soldier responded dynamically:
"Sector clear. No hostiles in sight."
Jack turned to Richard, eyes wide. "That's gonna break the internet."
Richard smiled. "Let's post it."
They uploaded the Voice AI Test & Full Gameplay Demo video with the title:
'REAL AI INTERACTION – IS THIS THE FUTURE OF FPS GAMES?'
The reactions flooded in instantly:
— "Bro, the AI just TALKED BACK. That wasn't scripted???"
— "This isn't real. No way. Someone prove this game exists."
— "Yo, this is scary. Imagine AI adapting mid-battle."
— "I NEED TO PLAY THIS."
— "BullByte Studios… WHO ARE THESE GUYS??"
Jack leaned back, hands on his head. "Dude. This is insane."
Richard leaned back, watching the wildfire spread across gaming forums. People were hyped—no, obsessed—with the trailer, but just as many were calling bullshit on it.
r/gaming:
— "This has to be fake. No indie devs can make an AI this advanced."
— "Yeah, this is probably all pre-rendered. The HUD is just an overlay."
— "I bet this is some AI-generated animation. They're scamming us."
YouTube Comments:
— "Until we see unedited proof, I'm not buying it."
— "Nice CGI, bro. When's the 'actual' gameplay dropping?"
Jack rubbed his face. "Man, these guys think we're full of it."
Richard exhaled through his nose. "Good. That means we did our job right."
Jack grinned. "Yeah, but let's blow their minds even more."
Richard smirked. "Already on it."
Richard had been secretly recording Jack's dual-screen setup the entire time. On one monitor: the game engine interface, real-time scripts, AI behavior trees, physics simulations. On the other: actual gameplay.
This was undeniable proof that everything they made was real.
Richard edited the footage carefully—making sure to keep Jack's face out of frame for anonymity. He titled the new video:
"Behind the Curtain – Real-Time AI and Engine Footage"
They uploaded it.
Forum Reactions:
— "Wait… they're showing the ACTUAL ENGINE?"
— "Okay, I'll admit, this looks legit. But I still don't believe the AI is that smart."
— "Alright, fine. If this is real, prove it with unscripted gameplay."
Jack smirked. "You want unscripted? Let's give 'em something insane."
Jack booted up the game, entering a battlefield simulation as a random infantry soldier. No dev cheats. No special commands. Just pure gameplay.
"Alright," Jack muttered, loading his rifle. "Time to see if they're really as smart as we made 'em."Jack aimed at a friendly AI soldier and fired a shot to the leg.
The soldier reacted instantly, stumbling back, clutching his wound. His squadmates spun around, aiming their rifles at Jack.
On-Screen Subtitles:
💬 AI Soldier 1: "What the hell is wrong with you, Private? You just shot a friendly!"
💬 AI Soldier 2: "Lower your weapon now!"
Jack raised his hands. "Shit, it was an accident."
The AI didn't lower their guns. Instead, two soldiers moved in, grabbed Jack's arms, and forced him to the ground.
💬 AI Soldier 3: "You're under arrest for discharging your weapon on an ally. Stand down."
Jack let out a laugh as he was dragged off-screen. "Holy shit. They actually arrested me."
Jack reloaded the game and spawned in a German-occupied base.
He walked up to an officer and, through the game's voice interaction system, said:"I am a German spy."
The AI didn't react immediately. Then, after a tense pause, the officer narrowed his eyes.
💬 German Officer: "You… are not on the roster."
💬 German Soldier 1: "Where is your identification?"
Jack gulped. "Uhh…"
The AI soldiers slowly raised their rifles.
💬 German Officer: "Arrest him. We'll interrogate him at headquarters."
Before Jack could react, the AI tackled him to the ground. Screen faded to black. Game Over.
Jack burst out laughing. "Bro. I just talked my way into getting kidnapped."
Richard chuckled, eyes gleaming. "That's the level of immersion we wanted.
Jack wasn't done yet. He loaded into a new scene: Hitler's office in Berlin.
He walked up to the dictator's desk and spoke."
Do you speak English?"
The Hitler AI slowly looked up.
💬 Hitler: "Ja. But mit a German accent."
Jack burst out laughing. "Yo. No way."
Richard cracked up. "We actually coded that?!"
Jack pressed further. "So… why did you start this war?"
Hitler's AI gave a long pause, then responded:💬 Hitler: "Zat… is a complicated question. Perhaps you should read mein book, ja?"
Jack nearly fell out of his chair. "NO SHOT. He just plugged Mein Kampf."
Richard wheezed. "Dude, the AI is too smart."
Jack, still laughing, muttered, "Alright. That's it. This is the proof they need."
The final video was titled:
"Is This The Most Advanced AI in Gaming History?"
It featured:
Shooting an ally and getting arrested.
Pretending to be a German spy and getting kidnapped.
A full conversation with Hitler.
Within hours, the internet exploded.
YouTube Comments:
— "Bro, he SHOT AN ALLY and the AI reacted like a real squad."
— "Wait… he TALKED his way into being captured???"
—"The Hitler AI speaks English but with an accent. I'm crying."
— "BullByte Studios might have just revolutionized gaming."
Reddit:
r/gaming: "Guys. This isn't just a game. This is NEXT LEVEL AI."
r/FPSGames: "We might be witnessing history. These devs are insane."
Twitter:
— "This game is TOO smart. Are we sure it's not actually thinking?"
— "Forget Call of Duty. This is the future."
— "Who TF is BullByte Studios and how did they do this???"
Jack sat back, staring at the numbers climbing.
Richard folded his arms, a rare smirk forming. "We're not an indie game anymore."
Richard leaned over Jack's shoulder as they watched the final proof video render. This was it—their last response to the skeptics, the nonbelievers, the ones screaming that it was all fake.
The footage spoke for itself.
Every moment was a showcase of realism and depth that had never been seen in an FPS before.
Jack rubbed his hands together. "Dude, when this drops, the internet's gonna lose its mind."
Richard simply nodded. He didn't need to say anything. He already knew.
The video opened with gameplay mechanics that put modern shooters to shame.
Sniping Footage:The camera followed a bullet from a sniper rifle, its trajectory curving mid-air due to wind speed and direction. A red tracer swerved slightly before hitting its mark—a distant enemy soldier.
Slow-motion replay showed the bullet dropping realistically over distance, making each shot a precise calculation.
💬 Commentator Voice (Jack):"This isn't just 'point and shoot.' You actually have to adjust for wind, distance, and even air resistance."
YouTube Live Comments:
— "Holy sh*t, this ain't COD anymore."
— "Wind affecting bullets? That's next-level realism."
— "Sniping in this game looks HARD."
Bazooka vs. Tank: The footage switched to a First-Person Perspective (FPP) of a soldier wielding a bazooka.
Jack's character took careful aim at an enemy tank, targeting its rear engine.
BOOM. The rocket hit its mark. The tank didn't immediately explode—it shuddered, smoke pouring from the engine, before grinding to a halt. The crew inside scrambled to evacuate.
💬 Commentator Voice (Jack):"Tanks don't just explode from one hit. You gotta know where to shoot."
Live Comments:
— "Wait, tanks don't just randomly blow up? THANK YOU."
— "Man, this is real war mechanics. No more Hollywood BS."
Tank vs. Tank Battle:Another scene showed a First-Person Tank Battle.
Jack's tank fired a shell at an enemy tank head-on—but instead of penetration, the shot ricocheted off the angled armor.
💬 Commentator Voice (Jack):"If you don't angle your shots right, tank shells will bounce. Just like in real armored warfare."
Live Comments:
— "HOLY F**K. THEY HAVE RICOCHETS???"
— "This is literally World of Tanks but on steroids."
— "Someone give these devs an award already."The video transitioned into the infamous three-hour single-player boot camp.
It wasn't just a simple tutorial—it was a full-blown military simulation. Players learned:Proper weapon handlingSquad formationsBattlefield survivalEndurance under stress
One unlucky player was seen collapsing from exhaustion while running drills.
💬 Drill Sergeant AI:"Get your ass back up, Private! You think the enemy's gonna wait for you to rest?!"
Live Comments:
— "3 HOURS of training?! That's INSANE."
— "Damn, this is basically military boot camp in a game."
— "This game is gonna filter out casuals FAST."
Emotional Soldier ConversationsNext, the footage shifted to a nighttime campfire scene. Jack's character sat with AI-controlled soldiers.
They weren't just idle NPCs—they were real personalities with real emotions.
One soldier, Private Dawson, was talking through tears.
💬 Private Dawson (AI):"I saw Baker get shot today. Right in front of me. He didn't even scream. Just… dropped. Gone. I couldn't do anything."
Another soldier put a hand on his shoulder.
💬 Sergeant Morales (AI):"We keep moving. For Baker. For all of 'em."
And then, the unthinkable happened.
The AI soldier wiped his eyes—he was actually crying.
Live Comments:
— "Wait. Wait. The AI is CRYING???"
— "I'M NOT READY FOR THIS LEVEL OF IMMERSION."
— "Bro, the AI has more emotions than me."
The next footage showed what happened when a player repeatedly refused orders.
Instead of a simple "mission failed" screen, they were actually court-martialed.
Military Judge (AI):"Sergeant, you disobeyed direct orders on multiple occasions. Do you have anything to say before sentencing?"
The player had one last chance to defend himself using the game's voice AI.
The footage cut before the verdict was read.
Live Comments:
— "YO WTF?? I CAN ACTUALLY GET COURT-MARTIALED???"
— "This is insane. I need this game NOW."
— "Imagine getting discharged from the military in a video game LMAO."
The final gameplay footage showed a player's journey from Private to General in a fast-paced time-lapse.
Day 1: Basic Training
Day 30: Leading a squad
Day 100: Becoming a Captain
Day 300: Planning large-scale battles as a General
The clip ended with a full General-to-General meeting, where the AI debated strategies, discussing intelligence reports like real military commanders.
Live Comments:— "This is next-level roleplaying."— "So you're telling me I can start as a grunt and END UP COMMANDING ARMIES?"— "This isn't just a game. This is a freaking WAR SIMULATOR."
The screen faded to black.
Then, text appeared.
"BullByte Studios Presents…"
A slow fade-in of the ByteBull logo.
Then the final announcement:
SINGLEPLAYER CAMPAIGN Early Access Release– December 2012
On Steam.
Live Comments:
— "BROOOOOO"
— "TAKE MY MONEY."
— "Indie devs just did what AAA companies have been failing to do for years."
— "This might be the biggest FPS launch in history."
Jack leaned back, arms crossed, as they watched the like counter explode.
Richard finally spoke. "We did it."
Jack exhaled. "Yeah. And now… we wait."