Data studio for world model AI

Game data
for world models.

Quality-filtered multiplayer capture — RGB, segmentation, depth, normal, motion vector, and full telemetry — ready to train on.

0
hours of annotated gameplay
Why this matters

Most available game footage shows what a world looks like. Not how it behaves.

World models need to learn motion, physics, spatial structure, and cause-and-effect — signals that a single RGB frame can't carry. Licensed game engines already compute that information internally. Layer Labs captures it at the source, filters it for quality, and delivers it in the structured form research teams actually train on.

Eight synchronized layers, one capture pass

Every session is captured once and delivered as a full, time-aligned stack — not stitched together after the fact.

01

RGB

Full-resolution gameplay video, filtered for quality and content before it enters any dataset.

02

Semantic segmentation

Per-frame object and surface masks, aligned to the RGB pass for scene understanding.

03

Depth

Dense depth buffers giving models real spatial structure, not inferred geometry.

04

Normal

Surface-orientation maps for accurate lighting, shading, and geometry reasoning.

05

Motion vector

Per-pixel motion between frames — the signal world models need to learn how things move.

06

Camera telemetry

Exact camera pose, FOV, and movement, frame-synced to every other layer.

07

Player telemetry

Inputs, actions, and state from real multiplayer sessions — genuine human behavior, not scripted.

08

Vehicle telemetry

Physics-grounded position, velocity, and control data from in-game vehicles.

Built to ship at dataset scale

Existing catalogs ready to license, plus custom capture built to your spec.

100k+
hours of annotated gameplay across all eight layers
QA
every session filtered for quality before it's catalogued
Existing
curated datasets ready to license today
Custom
capture built to a buyer's specification and schema
Who's behind it

Built by people who shipped the games this data comes from.

Layer Labs is founded by industry veterans from PlayStation, Xbox, and Unity — teams that understand game engines, capture pipelines, and what "production-ready" actually means to a research buyer.

PlayStation Xbox Unity
01

Filtered, not scraped

Every session is reviewed for quality before it enters a dataset — we don't deliver raw, unfiltered capture.

02

Captured at the engine, not the screen

Depth, normal, motion vector, and telemetry come from inside the pipeline — not reconstructed after the fact.

03

Real multiplayer behavior

Player and vehicle telemetry comes from genuine multiplayer sessions, not scripted or synthetic playthroughs.

Get in touch

Tell us what your model needs to see.

Whether you're evaluating an existing catalog or scoping a custom capture, send us a few details and we'll follow up with sample data and specs.

We typically reply within 1–2 business days.
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