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Bio, Work & Ideas

Jeff Schomay

Jeff Schomay is a software engineer and independent game designer who builds interactive stories, AI-generated worlds and dependable software agents. A former senior staff AI engineer at Mechanical Orchard, he has applied similar design principles to narrative games and the modernization of aging mainframe applications: give complex systems room to adapt while preserving enough structure to make their behavior coherent.

Schomay studied film production and screenwriting before becoming a software engineer, and worked at Adobe earlier in his career. By 2016, he had developed Elm Narrative Engine, an open-source interactive-fiction framework built around discoverable story states, puzzle-like progression and the Elm programming language’s typed architecture. His elm-conf appearance introduced an approach that subsequently informed games including The Mystery of the Missing Marbles and Deadline. He later collaborated with a developer at Latitude, the company behind AI Dungeon, on multimodal creative experiences.

At Mechanical Orchard, Schomay worked on AI-assisted legacy-software modernization, including representing mainframe code and system relationships as a queryable graph that could help agents rewrite older applications. His technical interests extend across several closely related projects:

  • Lost and generative game worlds: In Lost in an Infinite Forest, players navigate scenes that affect their courage and vigor. Schomay fine-tuned a language model on approximately 50 examples to produce structured JSON encounters, then paired it with a custom image model trained for consistent forest imagery. His AI Engineer Summit demonstration details a multimodal game-asset pipeline that validates scenes before generating illustrations and maintains a replenishing cache to conceal generation delays of 10 to 30 seconds.
  • Context engineering for reliable agents: Schomay favors research-plan-implement workflows that compress research, divide work by dependencies and give each agent narrowly scoped information. His approach to agent orchestration combines specifications, independent review, behavioral-parity checks, executable tests and human alignment checkpoints to make generated software verifiable.

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Key ideas

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Jeff Schomay turns a finite forest adventure into a stream of generated encounters by combining scene JSON, a custom image model, validation, and a replenished asset cache.

  • A forest the player can exhaust
    0:15 ↗
  • Generate a scene the game can consume
    1:24 ↗
  • Keep the style consistent and the encounters varied
    3:48 ↗
  • Validate, illustrate, and assemble
    6:23 ↗
  • Prepare encounters before the player needs them
    7:18 ↗
  • Walk through the generated forest
    8:00 ↗
  • Higher resolution and a more personal forest
    9:55 ↗

References