World37 started with a simple frustration. We loved Episode, Sims, Wattpad, and Choices. But we always wanted to go deeper. Better customization, consequences that stick, stories that actually remembered us. So we built it.
In 2016, there was the AlphaGo match. Go is an ancient Chinese game, notoriously hard for computers because of its near-infinite combinations. An AI model was pitted against world champion Lee Sedol. At that point, AI had consistently fallen short against any Go expert. But this model had a different approach.
On Move 37, the AI made a move no human player would have ever made. Everyone in the room, people who had spent their lives studying the game, assumed it was a mistake. It wasn't. It turned out to be a genius move that won the match. People called it a moment of AI creativity: the model did something it was never explicitly shown to do.
But that's not the part that stuck with me. What I took away was this: every single Go expert in that room walked out knowing how to play the game in a completely new dimension. One move gave an entire generation of players a new way to think.
That's what I think AI can be. Not a replacement. A new perspective. Something that takes away the tedious parts so that people have the time and energy to focus on the things that only they can do.
Move 37 was a move of creativity.
World37 is a world of that creativity.
I'm tired of AI creativity getting a bad reputation. So much of how it gets used right now is thoughtless. A lot of interactive story tools go text-to-story, entirely AI-generated, with the human as a passive observer. That's the wrong direction. As AI becomes an unavoidable part of how we build things, the question isn't whether to use it. It's whether we use it in a way that makes people more creative, not less.
That's what we're trying to figure out here. World37 is a running experiment. All thoughts and ideas are welcome.
Jessica grew up in Las Vegas with a vivid imagination and a serious arts practice. She painted in oils and watercolors, made dolls from clay and custom doll kits, and spent hours inventing stories for them. When she discovered Episode, Wattpad, and The Sims 4, she found the same impulse in digital form, and she fell in love.
She began writing seriously, won the National Scholastic Art and Writing Award, and attended Yale summer programs studying literature, philosophy, and culture. Story had become central to how she understood the world.
Coding came from a completely different direction. She was the only girl on a tackle football team, playing defensive end. In high school she moved to quarterback for the flag football team.
She taught herself Python to build graphic simulations to train her quarterback eye.
She fell in love with it, not just because it was interesting, but because she realized she could help people at a scale nothing else allowed. She started applying software to nonprofit work on homelessness and felt, for the first time, what it was like to build something that other people genuinely needed.
That combination of creative obsession and technical ambition brought her to Stanford University (CS, class of 2026), where she became absorbed in research on simulations, memory systems, and how artificial intelligence can model human behavior. The pace of the technology became undeniable. She saw, clearly, what kind of game could exist now that couldn't have existed before. And she knew it needed to be built, carefully.
AI has caused genuine harm to creators. She set out to find a version of it that truly enhances human creativity rather than replacing it: tasteful, respectful of what artists and writers do, and honest about what the technology actually is.
No code. Just your ideas. A built-in assistant helps you develop scenes, write dialogue, and map every branch. Import work you've already written and turn it interactive in minutes. Direct 3D visuals by description, not by learning a game engine. Dynamic branches even let you play your own story without knowing what happens next.
Side characters who remember what happened three chapters ago. Branches that diverge and stay diverged. Decisions that ripple forward through the whole story, not just the next scene. Nothing gets reset, nothing feels scripted.
We're building toward Sims-level customization, the design pleasure you get from spending hours perfecting a character. Deep control over face, body, wardrobe, and personality. Representation in 3D characters is a well-known problem across games and media. We're working on it seriously, not as a side note.
Have a story you want to bring over? An idea for a feature? Want to partner, collaborate, or just tell us what would make this better?
We read everything.
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