Independent developers, studio teams, players, researchers, coaches, and gaming-industry contributors can request access. Cohorts will be selected by fit for a defined contribution track, not by audience size alone.
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A foundation programme for developers, players, and gaming-industry contributors who want to help shape responsible, useful proprietary SLMs for interactive environments.
The developer pathway connects permissioned player and game context to a native creation stack. Majestic Helios is the intelligent creation layer; Majestic Engine owns execution, authoring, runtime systems, and delivery.
Work from explicit, player-selected sharing and defined telemetry boundaries, not indiscriminate collection.
Relate structured evidence to scenes, systems, pacing, diagnostics, builds, tests, and runtime state.
Move from insight to an inspectable change through Majestic Helios, then author, run, validate, and package through Majestic Engine.
We are opening the programme as an application-led foundation cohort. Its purpose is to make the training and evaluation work more grounded—not to collect data indiscriminately. Every pilot will define its question, inputs, safeguards, and contribution boundary before it begins.
Choose a track based on your lived experience in games, not on a generic follower count.
Help define practical, consent-first game events and evaluation scenarios that make telemetry useful without flattening the player experience.
Contribute structured feedback on scenarios, language, and outcomes so product intelligence remains legible to the people it is meant to serve.
Bring coaching, research, community, safety, or production expertise to the questions a proprietary gaming SLM should answer—and the questions it should not.
Tell us where you work or play, the kinds of games you know well, and the contribution track that fits.
Selected contributors receive a bounded brief with a clear question, expected effort, and a stated data boundary.
Contributors receive a concise outcome note, with recognition or programme benefits tied to the specific call.
The initial programme is structured around access and acknowledgement. Any financial incentive is a future, call-specific decision—not a blanket promise.
Opt-in recognition in a future contributor roll and selected release notes.
Preview evaluation kits, technical briefings, and experimental product surfaces before public release.
A practical route for your context to shape programme briefs, research questions, and developer documentation.
Eligibility to hear about future research, grant, or bounty calls if and when their formal rules are published.
The Gamer Training Contributors program defines how an upcoming PC Module Developer Mode can collect minimized, player-controlled evidence for model training and evaluation without turning gameplay into surveillance.
Each pilot must specify what is being contributed, the intended purpose, and the opt-in decision.
We will not ask for broad or indefinite rights to community, studio, or player data.
Paid work, prizes, and grants need formal eligibility, tax, IP, privacy, and moderation terms before any call is opened.
The programme is intentionally narrow at launch. We will expand it only when the consent, quality, and contributor experience are ready.
The developer programme connects consented player evidence to practical questions about systems, difficulty, pacing, onboarding, retention, accessibility, and player experience.
Players decide whether relevant gameplay evidence can be shared. The programme does not treat broad collection as the default.
tGiX and Codename-TGX1 structure only the context required for an approved studio or research question.
Majestic Helios and Majestic Engine keep evidence attached to reviewable decisions. They do not replace the developer.
Request access with a short note about your game, discipline, or perspective. We will share a defined brief before asking for any contribution.