1. In 2024, I built a demo of my internal tool for level design and tested building a level in Unreal 4, Source (2013) and Unreal with my tool. Source took 164 minutes, Unreal (alone) took about 122 minutes, but with my tool Unreal took about 23 minutes. A level developer's average salary at that time was $112,000. I projected 40% of their time on a block-out, and a 6x reduction (based on those numbers), which is a savings of $37,333.33 per-developer.
2. The heuristic maps have let me create a level the size of an old school game (Gameboy Color) in around the span of an afternoon. But because the implementations I'm using are simple (I only had time to build them over a few days), they don't have the full fidelity depth of such a map.
3. There's one demo I was building, but needed a full custom MIDI library for, that would let you style-transfer from a single song of sheet music onto an existing song's sheet music. I'd planned to try style-transferring Moonlight Sonata. I could see this being huge for musical creation, but the investors I talked to all mentioned that the music field is extremely niche and none of them understood it.
4. The newest technique I discovered was implanting it into a finite state machine lets it record how someone reacts to certain types of events in digital environments. But to demo this, I'd need a game, game engine, virtual developer environment, or a custom shell. Walking through the math on-paper though, it should be able to replicate basic developer responses in consoles similar to mitigating simple on-call issues.
I think all of these solve problems, but I've still struggled to get any eyes or interest.