AI-ACCELERATED.
ENGINEER-LED.
We build Unreal Engine 5 experiences with an AI-first production pipeline. The tools move fast. Engineering judgment keeps the work coherent, playable and shippable.
The workflow is orchestration, not one-click generation.
We deliberately remove production bottlenecks, hand each stage to the tool that is strongest at it, then inspect and refine the result before it moves forward. AI drives a large part of the execution. An engineer still decides what to build, how the pieces connect and whether the result is actually good.
FROM MOTION
TO PLAYABLE.
Tap or click any stage to open the production detail. On desktop, the pipeline moves horizontally like a build sequence; on mobile it becomes a vertical production stack.
01MOTION FIRSTAnimation Foundation
Start with proven movement and combat animation packs before the character is modeled.
OPEN STEP↘
We define locomotion, attacks, reactions and traversal first, then build the character around a known skeleton and motion target. That removes one of the highest-risk production bottlenecks before asset work begins.
- OUTPUT
- Animation set + skeleton constraints
- TOOLS
- Mixamo / animation libraries / reference rigs
02DESIGN SYSTEMGame + Character Design
Mechanics, maps, characters, weapons, cosmetics and lore are worked out in depth with ChatGPT.
OPEN STEP↘
The AI is used as a design partner, not an autopilot. We direct the rules, ask for alternatives, stress-test the ideas and keep iterating until the gameplay and world have a coherent system behind them.
- OUTPUT
- Mechanics + lore + production briefs
- TOOLS
- ChatGPT / engineering direction
03VISUAL TARGETConcepts + Mockups
Generate visual targets for characters, cosmetics, weapons, maps and UI before committing to 3D.
OPEN STEP↘
Fast image iteration lets us lock silhouette, material language, regional references, environment mood and interface direction early. Those images become concrete references for the next stage instead of vague prompts.
- OUTPUT
- Approved visual reference set
- TOOLS
- ChatGPT image generation
043D GENERATIONProduction Meshes
Approved concepts move into Tripo for high-quality text/image-to-3D mesh generation.
OPEN STEP↘
We use the concept art and strict modeling briefs to generate the base mesh, then select the strongest result for production. AI compresses the starting point; the asset still goes through an engineering-led cleanup and integration process.
- OUTPUT
- Character / prop / environment meshes
- TOOLS
- Tripo
05ASSET ENGINEERINGBlender via Cursor MCP
Cursor drives Blender for cleanup, rig preparation, proportion fixes and engine-ready asset work.
OPEN STEP↘
Instead of manually repeating every Blender operation, we direct Cursor through MCP and iterate against the actual result. Python automation handles repeatable asset operations while inspection, correction and technical judgment stay human-led.
- OUTPUT
- Clean, rig-ready, engine-ready assets
- TOOLS
- Cursor + Blender MCP + Python
06ENGINEUnreal Engine 5 Integration
Cursor connects into Unreal Engine 5 to implement gameplay, menus, systems and asset integration.
OPEN STEP↘
We describe the behavior, architecture and acceptance criteria, then inspect the implementation in-engine. Cursor accelerates the C++ coding layer while the engineer owns the system design, debugging, networking decisions and final result.
- OUTPUT
- Playable systems + integrated content
- TOOLS
- Unreal Engine 5 + Cursor + C++
07WORLD + AUDIOLevels, Music + Atmosphere
Build arenas, soundtrack layers and match ambience around the combat experience.
OPEN STEP↘
Levels are iterated for readability, routes and combat flow while music and ambient layers are tuned to support the action without burying it. Licensed sources such as Pixabay feed the audio layer while implementation and mixing happen in-engine.
- OUTPUT
- Levels + soundtrack + in-match ambience
- TOOLS
- Unreal Engine 5 / Pixabay / licensed audio sources
08LOOPInspect. Fix. Repeat.
The real advantage is the iteration loop: direct, run, inspect, correct and repeat until it is polished.
OPEN STEP↘
There is no single prompt that creates the game. The speed comes from orchestrating specialized tools, knowing what should happen next, catching failures early and continuously pushing the output toward production quality.
- OUTPUT
- Validated, increasingly polished builds
- TOOLS
- Engineer-led orchestration + GitHub
STAMPEDE.
Our current proof point: a 3V3V3 brawler built around close-quarters combat, capture pressure and arena survival. It is also the test bed for the pipeline above — custom characters, weapons, environments and gameplay systems moving from concept to playable build through the same orchestrated workflow.
- FORMAT
- 3V3V3 multiplayer brawler
- ENGINE
- Unreal Engine 5
- STATE
- Playable demo in active development
- CURRENT
- Level production + combat polish
- Menu and playable demo foundation
- Custom character and weapon production workflow
- Soundtrack integration
- Ambient in-match music and atmosphere
- Multiple levels currently in production
AI COMPRESSES
THE CYCLE.
EXPERTISE SHIPS IT.
The advantage is not asking an AI to "make a game." The advantage is knowing the production chain well enough to break a hard problem into stages, automate the repeatable work and keep human judgment on the decisions that matter.
Every system is directed, reviewed and refined through repeated passes. When an output is wrong, we trace the failure, adjust the instruction or pipeline and run it again.