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Independent production studio crafting immersive digital experiences, games, and media. Focused on deep storytelling and innovative technology.

orbital bunker
Joined April 2025
The deck counter shows how many cards you have left. It started as an approved concept, then got rebuilt piece by piece in Blender and checked against the concept from its own camera. Work in progress, parts of it still syncing. #SynthesisCitadel #UnrealEngine #gamedev #indiedev
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The Trade Hub valley today in Unreal Engine 5.8, beside the concept art we're building toward, from the same camera. Grass now runs to the hills; the rest is still syncing. Work in progress. #FrontierIsland #UnrealEngine #gamedev #indiedev
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SYNTHESIS CITADEL A second starter deck is in: The Hold Line. Shield walls and squads that fight as one. 17 new cards, each with its own painting. 3D turntable of the real cards. Work in progress, still syncing. #SynthesisCitadel #UnrealEngine #gamedev #indiedev
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COMMAND CITADEL: modelling sheets for the first base buildings. Command Center, Charging Bay, Smelter and Mining Operation, each from four sides with a robot for scale. Concept art for now. The 3D builds come next, still syncing. #gamedev #indiedev #RTS #UE5
COMMAND CITADEL has a real HUD now. The numbers on top are live from the game, and the tech tree has 192 protocols you decrypt as you go. The world behind it is still gray blocks, it's how stuff gets built. Devlog #5: youtu.be/dgR8wCldus0
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COMMAND CITADEL has a real HUD now. The numbers on top are live from the game, and the tech tree has 192 protocols you decrypt as you go. The world behind it is still gray blocks, it's how stuff gets built. Devlog #5: youtu.be/dgR8wCldus0
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ARENA SITE — WIP: our own first-person animations for the Caliber, built in Blender. Reload, inspect, aim and equip, with both hands really holding the gun. Rough work in progress, all subject to change. Next: polish, then the rest of the arsenal. #gamedev #indiedev #UE5 #FPS #blender
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Rebuilt the SYNTHESIS CITADEL board from scratch. Pressable keys, live energy cells, cockpit angles. Still very much WIP #gamedev #indiedev #UE5 #blender
The main menu in SYNTHESIS CITADEL is fully 3D now. It's a room you're standing in, and if you want to leave, you go to the door. It's all grey blocks at the moment, that's how stuff gets built. Devlog #2: youtu.be/e0t66Hkhl98
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The main menu in SYNTHESIS CITADEL is fully 3D now. It's a room you're standing in, and if you want to leave, you go to the door. It's all grey blocks at the moment, that's how stuff gets built. Devlog #2: youtu.be/e0t66Hkhl98
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The first ROYAL SITE devlog: one small battle royale match, from dropping in and finding gear to fighting bots and reaching the results. Still early, but the loop is running. youtu.be/cPN09qDr_7Q
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The first Extraction Site raid loop is playable: deploy, grab INTEL, survive the sentry and drone pressure, activate extraction, and get out. Early greybox, but the game finally has a heartbeat. youtu.be/29olMbQPogQ
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Web to Widget is out. Design a game UI as HTML and Tailwind, then import it into Unreal Engine 5.8 as native UMG Widget Blueprints you can open and edit. The HUD shown is one HTML file, imported unchanged: 838 native widgets, none hand-built. No web view. No JavaScript.
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The whole loop, filmed start to finish: a menu concept image goes in, the agent rebuilds it as HTML, the plugin imports it, and the same screen runs as a native widget in Unreal Engine 5.8.
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