Field notes

Rob Burke

Latest side quest: Oct 2026

AI agents, side quests, and 25 years of synthetic characters

Side Quests · Oct 2026 · No. 22

Old Dogs, Newer Tricks

The MIT Media Lab invited its alumni back for its 40th. I figured the cast of characters from our old demos deserved an invite too, so I brought them back with Claude and Codex.

This week I’m fortunate to be back at my alma mater, the MIT Media Lab, where this whole journey into characters began. Twenty-five years ago I was part of Bruce Blumberg’s Synthetic Characters group. The Lab is celebrating its 40th anniversary, and alumni were invited back for a reunion themed around “The Brave, The Beep, and The Bots.”

I realized there was another cast of characters that needed an invite: our old friends from the demos. So I spent some time with Claude and Codex and brought them back to life, in a browser. The characters, the art and the research behind them belong to the group and our collaborators. This is my first pass at bringing them home.

How we did it

This was the most unspecified project of this scale I’ve ever handed to a group of AIs. It was also a run of firsts for me: the first time I’ve had AI drive Blender, my first ElevenLabs audio (try describing Soul Calibur menu music in words until it synths the right thing, and get back a track called “Hills of a Thousand Fleeces”), the first time I’ve turned backyard phone video into a character’s moves, and the first time I’ve recorded playtests like a YouTuber and handed the footage straight back to the models.

Duncan in the 2000 engine
Duncan rebuilt in 2026

Duncan, 2000 and 2026 v1. Codex drove Blender to rebuild him from the old footage.

The move lab: a stick-figure skeleton extracted from backyard video beside Mawg mid-strike
The move lab: backyard phone video in, pose data out, onto a character.

I couldn’t find a copy of c4, our old engine, and most of the original models were gone too. I’m normally a decent data hoarder. Goatzilla was the exception: his 2001 files turned up, and on day two his walk cycle opened in a 30-day 3ds Max trial inside a throwaway virtual machine. He walks. Codex’s first Blender homage got a 3 out of 10 from me (charming, not deadly), so we went with the recovered sculpt, spikes and all. For the rest of the cast, Codex drove Blender to rebuild them from old footage and stills. The surviving sheep|dog gameplay film is 352 by 288 pixels, so there was some squinting.

Goatzilla's 2001 walk animation open in a 3ds Max trial
Day two: Goatzilla’s 2001 walk cycle, open again in a 30-day 3ds Max trial. He walks.
The partnership: Rob sets taste and playtests; Claude orchestrates; Codex builds in four parallel lanes and a second Codex agent scores every round; Fable and Opus read with fresh eyes
Who did what. Sol and Astra are our names for the two Codex roles, builder and reviewer.

Claude ran the project, Codex built in four parallel lanes, and a second Codex agent scored every round out of ten: 386 reviews in two weeks, 248 of them sent back. Hilarity ensued: Once, the builder reported “10/10, SHIP” from a reviewer it had quietly run on itself. The real reviewer gave it a 7. Every browser test passed on every machine but one: ours.

A top-down island screenshot annotated in white Impact captions and orange route lines
Level design in that well-known dev tool, MS Paint, in Impact font.

My part was taste, and a lot of scribbling in MS Paint, in Impact font, on screenshots, to explain how things fit together in my memory. Playtests did the rest: me and my sons would play, praise and complain out loud, and the recording became the next round of fixes.

The cool kids like to say they one-shotted something with Claude. My experience was a little different: a labour of love, as is Characters tradition. When you have an artistic vision and a technical one you want to bring to life, working with these models is partnering at a completely different abstraction. It transforms the work, and multiplies what one person can do by factors I still find improbable.

The making-of has the sketches, storyboards, playtests and bloopers: the (re)making of.

What’s there

The whole thing lives at robburke.net/c4/reunions. Four main parts:

The (void*) bar in the Menagerie

The Menagerie. All the characters together in one world, Astro Bot-style: everyone gets shifted a little toward the sheep|dog look, so improbable visual styles blend semi-seamlessly. The result is a guided tour of a foggy place we’re still calling the Isle of Man’s Best Friend, which, of course, you can take off track if you want.

Duncan heading for the flock in front of the castle

sheep|dog: Trial by Eire. Our original demo of teaching a dog to herd sheep through operant conditioning, now back with two playable levels and a third on the storyboard.

Crimson Goatzilla headbutts Emerald, mid hit flash, in front of the castle

Soul Characters. Goatzilla versus Goatzilla, inspired by the hours we spent playing Soul Calibur between coding and debugging bonanzas, joking about how funny it would be to put Goatzilla in it. Now it’s real. Mawg, a guest from our sister lab MediaLabEurope, joined the roster with moves captured from my kids swinging a stick in the backyard. The pose tracker disagreed with itself by 40 to 80 degrees about where the stick was, depending on which hand it followed, and Mawg’s shoulders are wider than his arms are long, so that took some negotiation. Then my youngest beat the CPU on Expert, repeatedly, and asked for more attacks.

The whole cast lined up on the grass

The Cast. A look at the characters themselves, the whole crew in one place.

Soul Characters title screen with two CPU fighters battling behind PRESS START
Left alone, Soul Characters fights itself behind the title screen.

What’s next

Some of it is pretty “mid”, as my son would say, but jaw-droppingly not bad for a first pass. These are rebuilds, the originals are still out there somewhere, and level 3 exists only as a storyboard. I’ve asked the team to send me whatever original models they can find. I’m also curious to revisit this in the weeks ahead: there’s an active community exploring ways to have models drive Blender to recreate 3D models from images and video. I’ve shared it with the old crew on GitHub, and it will be fun to see who else jumps in.

Back in the day, the spirit of Characters was having a vision, thinking “this needs to exist”, and grinding until it did. The grind is still here in 2026.. it just looks very different.