AI-Native Gaming and Interactive Entertainment
Examining startup opportunities in dynamic gaming powered by plummeting real-time inference costs.
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Oct 22, 2026
Oct 8, 2026
Sep 23, 2026
- 梁琛奇 梁琛奇 believes AI entertainment is entering a window of opportunity, with 3 prerequisites now falling into place. First is inference cost: entertainment sessions run 10 to 20 times longer than tool sessions, so “if you scale to 10M DAU, the company goes …
- He expects the first version of a new AI entertainment experience to appear within 1 to 2 years, with roughly 1 year the more likely case; the necessary condition is burning tokens in real time while consuming content. AI short dramas and other experiences that do not burn tokens will simply grow inside existing platforms such as Red果短剧. He remains cautious …
- 动念引线 has trained models from day 1 because entertainment scenarios are “orthogonal” to the optimization direction of general-purpose models, creating a potential moat. Data for new experiences is naturally scarce, entertainment evaluation is highly subjective, and large numbers of subjective, implicit …
- His methodological preference is “product first, technology second,” and he rejects building a hammer before looking for a nail. Start by combining existing models to validate an experience; if the product shows promise but remains rough, then invest in model training …
- Organizationally, the company has set up a UGC organization in which teams of 1 to 2 people validate an idea every 2 weeks to 1 month, testing quickly across a large pool of possibilities. It is currently developing 7 to 8 products in parallel with roughly 100 employees. He also reflects that review pressure has been lighter as …
- He believes AI could create new network effects around context depth and context crossovers. AI-native entertainment can have prompts behind it, and prompts can genuinely mix rather than merely being stitched together as in the old …


