Entity Minds
An Entity Mind is a complete personality template for one NPC. Create them in the dashboard, use them in Unity.
What’s an Entity Mind?
Think of it as a character sheet:
- Who the NPC is - Name, role, personality
- How they talk - Speaking style, tone
- What they know - Which lore they can reference
- Who they know - Relationships with other NPCs
Once created, select it from a dropdown in Unity - no code needed.
Creating an Entity Mind
- Go to Entity Minds at loremind.peekgames.dev
- Click Create Entity Mind
- Fill in the details (see below)
- Click Create
Configuration Guide
Name
The NPC’s display name. What players see.
Examples:
Innkeeper GarrickCaptain Elena VanceVillage Guard(for generic NPCs)
Personality
1-3 sentences describing core traits and behavior.
Good examples:
Cheerful innkeeper who loves gossip. Always has a story to share.Stern guard captain. By-the-book and suspicious of strangers.Eccentric wizard. Brilliant but absent-minded. Gets distracted mid-sentence.Tips:
- Be specific (“greedy merchant” not “has flaws”)
- Include behavioral patterns (“interrupts frequently”)
- Keep it short - long descriptions dilute personality
Backstory (Optional)
The NPC’s history and motivations. Use for important NPCs.
Grom is the third-generation blacksmith in his family. His grandfather
forged the king's crown. During the dragon war, Grom crafted weapons
that turned the tide of battle. He dreams of finding a worthy apprentice.Tips:
- 2-5 sentences maximum
- Focus on details the NPC would mention
- Include motivations (“dreams of finding an apprentice”)
Speaking Style
How the NPC communicates.
| Role | Style | Example |
|---|---|---|
| Blacksmith | Direct, practical | ”That blade needs work. Come back tomorrow.” |
| Wizard | Verbose, academic | ”The arcane properties are quite fascinating…” |
| Guard | Terse, authoritative | ”State your business.” |
| Merchant | Persuasive | ”Finest wares in the kingdom!” |
Hints
Things you want the NPC to mention or do.
- Mentions the dragon war when discussing weapons
- Offers to repair damaged equipment
- Complains about lazy apprenticesRestrictions
Things the NPC should NOT do or say.
- Never reveals the location of the hidden treasure
- Won't discuss the king's private affairs
- Refuses to make weapons for criminalsKnowledge Filtering
Control what your NPC knows by selecting Knowledge Tags.
How It Works
- Tag your lore documents (e.g., “blacksmithing”, “village-history”)
- Assign tags to the Entity Mind
- NPC can only reference documents with matching tags
Tag Strategies
Specialist NPCs - Narrow, specific tags:
blacksmithing, weapons, metalworkFast, focused responses. Lower costs.
Generalist NPCs - Broader tags:
village, general-knowledge, rumorsCan discuss many topics. Higher costs.
Quest NPCs - Quest-specific tags:
quest-dragon-slayer, ancient-ruinsPrevents spoilers from other quests.
Response Settings
Verbosity
| Setting | Result | Use for |
|---|---|---|
| Terse | 1-2 sentences | Guards, minor NPCs, quick interactions |
| Balanced | 2-4 sentences | Most NPCs (default) |
| Verbose | Detailed | Storytellers, quest givers, important moments |
Temperature
| Setting | Effect | Use for |
|---|---|---|
| 0-0.3 | Very consistent | Quest givers, important NPCs |
| 0.4-0.7 | Natural variation | Most NPCs (default) |
| 0.8-1.0 | Very creative | Eccentric characters |
Relationships
Define how NPCs know each other.
Creating Relationships
- Open an Entity Mind
- Go to Relationships tab
- Click Add Relationship
- Select the other NPC
- Choose type and add description
Relationship Types
| Type | Auto-creates reverse |
|---|---|
| Friend | Friend |
| Rival | Rival |
| Enemy | Enemy |
| Mentor | Student |
| Employer | Employee |
| Spouse | Spouse |
| Sibling | Sibling |
Writing Good Descriptions
Vague (avoid):
Knows Captain VanceSpecific (better):
Old war buddies. Grom forged the Captain's sword during the dragon war.Locations
Assign NPCs to named locations in your game world.
Why Use Locations
- Organization - Group NPCs by where they live/work
- Context - Location details are automatically included in NPC context
- Filtering - Find all NPCs at a specific location
Creating Locations
- Go to Locations tab in your project
- Click Create Location
- Enter name and description
- Save
Assigning NPCs
- Open an Entity Mind
- Select a Location from the dropdown
- Save
The NPC’s location name and description are automatically included in their context during conversations.
Analytics
View per-NPC statistics:
- Total interactions - How many conversations
- Credits used - Total cost
- Average cost - Credits per interaction
- Response time - How fast
Use this to:
- Identify expensive NPCs (lower their verbosity)
- Find unused NPCs (need better placement)
- Monitor performance
Best Practices
Personality Design
Do:
- Keep to 1-3 clear sentences
- Use specific traits (“greedy” not “flawed”)
- Include behavioral patterns
Don’t:
- Write novel-length personalities
- Use contradictory traits
- Put backstory in personality field
Knowledge Filtering
Do:
- Start narrow, broaden if needed
- Test in playground first
- Use quest-specific tags for quest NPCs
Don’t:
- Give every NPC all tags
- Use tags that don’t exist
- Make filters so narrow they have nothing to say
Response Settings
Do:
- Use Terse for minor NPCs (saves credits)
- Reserve Verbose for important moments
- Lower temperature for consistent NPCs
Don’t:
- Make everyone Verbose
- Use temperature > 0.9 (too random)
- Use temperature < 0.1 (too robotic)
Troubleshooting
NPC gives generic responses
Knowledge filter too narrow or missing matching lore documents. Check that lore documents have matching tags.
Responses are too short
Verbosity set to Terse. Change to Balanced or Verbose.
Personality seems inconsistent
Temperature too high. Lower to 0.3-0.5.
Relationships not mentioned
Relationship needs a description. Add specific context about how they know each other.
Next Steps
- Billing - Monitor costs
- Long-Term Memory - Player memory
- Unity SDK - Implementation