Dataset · sample viewer
World Model Gameplay Data
Explore multi-minute trajectories with synchronized actions, camera pose, telemetry, and engine-level render passes.
What is captured
Engine-level signals captured alongside the rendered gameplay and synchronized frame by frame.
Uninterrupted gameplay rendered from the game environment and aligned to frame-level timestamps.
Time-aligned keyboard, mouse, controller, or vehicle actions, depending on the title.
Per-frame camera position, rotation, FOV, trajectory, intrinsics and extrinsics, and view/projection matrices.
Game-state signals such as position, velocity, health, collisions, objectives, entities, and events.
Depth, normals, albedo, motion vectors, segmentation, and other render passes.
Session, environment, and gameplay metadata, with scene, action, or event labels.
Licensed directly from the game studios that own the titles, spanning AAA, AA, and indie developers, and captured at the engine level with HUD and UI removed and no screen capture. Licensable for research use.
Sample Viewer
6 of 6 samplesThe clip you're viewing. Pick another from the library below.
Play or scrub the sequence, then switch between telemetry, inputs, camera, raw records, and available render passes. Every view stays aligned to the same frame.
Sample 1
AAA-scale third-person open-world action with long-horizon navigation, vehicle dynamics, combat, varied camera motion, indoor and outdoor transitions, and substantial visual and environmental diversity.
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