This week on GAEA Talks Live from HumanX, Graeme Scott sits down with Jon Snoddy - co-founder and CEO of Operative Games, former Senior Vice President of Research and Development at Walt Disney Imagineering, and one of the most influential creative technologists of the last thirty years.Jon's career sits at the intersection of storytelling, engineering and the tools that have shaped modern entertainment. He started out as a recording engineer at National Public Radio, joined Lucasfilm, and spent much of his career at Disney, where he led ride development for the Indiana Jones Adventure at Disneyland, founded the Disney VR Studio that produced the award winning Aladdin VR Adventure, and ultimately took over Disney Imagineering's Research and Development group, leading the company's work on robotics, displays, ride systems, animation and AI storytelling. He now leads Operative Games, an AI-driven studio that uses real-time AI characters and a proprietary story engine to bring screenplays written by Hollywood writers to life in a completely new way.In this episode, recorded live at HumanX 2026 in San Francisco, Jon argues that AI does not change who we are, it changes what is possible for people who already have something to say. He shares the moment at Disney when he realised that when we watch a great film, we are really looking through the film back to the artist who made it, and how that insight now sits at the heart of everything Operative Games is building. He walks Graeme through what it actually means to "call a character" on the phone, the twelve-part interactive series his team is building, and why the next great medium of storytelling is not going to kill any of the existing ones. He also makes a powerful case for human responsibility in the age of AI, the cost of convenience, and the collapse and rebuilding of trust in institutions. This is one of the most thoughtful conversations on AI, art and storytelling that GAEA Talks has recorded.What you'll take away from this conversation:• The "looking through the film back to the artist" insight that defined Jon's career• Why AI is a tool, not an artist, and the question that matters is what Michelangelo can do with that tool• How Operative Games actually works - Hollywood screenwriters create characters, AI realises them, every player can interact with them twenty four seven• The moment a writer first called a character he had written on the phone, and what that says about the new canvas storytellers now have• Why Jon and his team spent nine months deciding what they wanted to say before building anything• The twelve-part interactive series Operative Games is building - what makes it different from a film, a game or a book• The "nobody knows anything" design principle - why every character starts on equal footing with the player• The lost art of the rewind - and why the friction of analogue creative tools used to make better work• The convenience trap - how question-and-answer culture has flattened our relationship with knowledge• The Richard Feynman bird story - and the difference between knowing the name and knowing the thing• Why the collapse of trust in institutions is the biggest opportunity in a generation to build something genuinely excellent• Why every new medium has expanded the room we make for storytelling, not replaced what came before• Jon's closing message for every leader, parent and operator: AI is a tool. You cannot abdicate responsibility for your own life, decisions or judgment to it