Sunset Visitor's Remy Siu on using CAPTCHA as a game mechanic and AI themes in Prove You're Human

Sunset Visitor, the studio behind 1000xResist, announced Prove You're Human, a PC game using CAPTCHA mechanics and live-action video to explore digital identity. No generative AI was used in development.

Categorized in: AI News Creatives
Published on: Apr 12, 2026
Sunset Visitor's Remy Siu on using CAPTCHA as a game mechanic and AI themes in Prove You're Human

Game Studio Sunset Visitor Explores AI Themes Through CAPTCHA Mechanics and Live-Action Video

Prove You're Human, the next project from the studio behind 1000xResist, uses CAPTCHA overlays and full-motion video to examine questions of digital identity and personhood. The game launches on PC through Black Tabby Publishing, a newly founded label that picked up the project based on its pitch alone.

The game casts you as Santana, split into two versions: a physical self in the real world and a digital avatar sent into a computer to investigate an AI program named Mesa that claims to be human. Your job is to disprove that claim through conversation and exploration.

CAPTCHA as Game Mechanic

Rather than using CAPTCHA as window dressing, Sunset Visitor built it into the core interaction system. Two-dimensional CAPTCHAs serve as the main way Santana communicates with Mesa. Three-dimensional versions extend into virtual space, while others appear in the live-action sequences.

Creative director Remy Siu said the studio uses CAPTCHA as a "storytelling tool" that explores the game's central theme throughout. Early prompts are straightforward, but escalate into unsettling scenarios-selecting "you" in a steel ball's reflection while flanked by robotic entities, or choosing "you, after death" from a live-action image.

Some moments play with what Siu calls "semiotic panic," where the image itself becomes ambiguous. A CAPTCHA asking you to select "arms" might show both human limbs and weapons, forcing you to parse meaning in the face of uncertainty.

Separating Digital and Physical Worlds

The studio uses distinct visual languages to mark the boundary between Santana's two selves. Real-time 3D graphics represent the digital world inside the computer. Live-action FMV sequences represent physical reality-what Siu calls "the meat space in which you and I occupy."

This approach lets Sunset Visitor lean into the uncanny rather than chase photorealism. Mesa herself embodies this strategy: a hyper-detailed human face sits atop a robotic arm in an empty chamber, clashing deliberately with the "dreamcore, frutiger-aero" aesthetic of the surrounding digital environment.

Black Tabby Publishing co-founder Tony Howard-Arias said games are uniquely suited to exploit this tension. "The closer you get to reality, the more mildly off-putting it feels," he said. "Why not lean into that as one of the strengths of the medium, instead of struggling against what feels like an asymptotic horizon you can never reach?"

How the Studio Approaches Narrative

Sunset Visitor draws from its roots in devised theater. The studio maintains a writer's room that works sequentially, discovering the story as it develops. Casting happens before any substantial writing begins-actors remain central to how the team shapes its narratives.

That theatrical background influences how Siu thinks about player agency. "There are things in games that you cannot achieve in immersive theater," he said, "and that's always the exciting part."

The ending presents a choice that hangs over the entire experience: merge your two selves back together or discard your work self. The studio introduces this question early in the narrative, so players know what's at stake from the beginning.

No Generative AI in Development

Despite using AI as thematic material, Sunset Visitor did not employ generative AI tools during development. Siu said the studio wanted to explore how AI appears in the present moment-which differs significantly from how science fiction has traditionally imagined it.

"The real world is always way more dank than we anticipate," Siu said. "Living in that and really internalizing that in the storytelling is always something that we're very interested in."

The game launches on PC through Steam. A release date has not been announced.

AI for Creatives resources explore how creative professionals can work with emerging technologies, relevant for game developers and narrative designers considering how to incorporate AI themes into their work.


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