# Games and interactive experiences

Connect game state to generated scene illustrations and define the requirements for future audio assets.

## Match generation to the player experience

For interactive stories, the useful input is the current game state: location, visible characters, relevant objects and the player's action. The image should support that state without revealing hidden information or contradicting the narrative.

## Build the visual loop

The [in-game scene illustration workflow](https://seedrouter.ai/solutions/game-scene-generation) covers creating a brief, submitting a request, associating its result with a scene and reusing accepted assets. Decide what the player sees during generation and what happens if the scene changes before the image arrives.

Evaluate prompt adherence at the actual game display size. Include multi-character scenes, inventory interactions and rapid transitions in the test set. A high-resolution result has limited value if it describes the wrong state or arrives after the player has left.

## Keep costs tied to sessions

Measure how often a scene really needs a new image and how much existing art can be reused. Store the state version with the generated asset. Use [current image rates](https://seedrouter.ai/pricing) and your own session data to estimate spend rather than assuming every player will generate the same number of images.

## Separate future audio requirements

A complete song, a seamless loop and music that responds immediately to gameplay are different deliverables. Audio integration should evaluate duration, looping behavior, latency and asset reuse separately. SeedRouter does not currently offer those standalone audio APIs.

Your game controls state, permissions, asset delivery and playback. SeedRouter provides model calls inside that application. [Bubble](https://seedrouter.ai/integrations/bubble) and [TouchDesigner](https://seedrouter.ai/integrations/touchdesigner) offer different application contexts; their guides do not imply an official SeedRouter plugin or a finished game engine.
