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One of the key locations is an abandoned shopping mall, based on a real place. We conveyed an atmosphere of desolation and looting - silence, dust,...
Member since Nov 2025
One of the key locations is an abandoned shopping mall, based on a real place. We conveyed an atmosphere of desolation and looting - silence, dust,...
Previously, having many detailed objects caused sharp FPS drops and required manual LODs. Now Nanite renders highly detailed models in real time...
The rhythm of the scene is set by a dynamic day-night cycle that runs on a combination of technologies - Lumen handles indirect light and...
To preserve variety in the environment without losing scene cohesion, it’s important to balance randomness and spatial harmony. We achieve this with...
To achieve clean, believable shadows, we use Virtual Shadow Maps (VSM). VSM computes shadows primarily where the player is looking: nearby areas...
The first free playable build of ALIS is out for Windows. ALIS is an early single-player prototype — not a finished game. It reconstructs a real city...
A free, open-source Unreal Engine 5 editor toolchain is available for developers working on data-heavy projects. The core idea is simple: change game...
In the game, we capture the atmosphere of people’s lives and carefully weave realistic household items into the residents’ stories. We show...
Lumen is a real-time system for dynamic lighting and reflections. It reacts to movement and time-of-day changes and works well with Nanite (a...
Material Layer Blend - a principle for combining material layers that creates a lightweight, quickly tunable system for blending surface effects -...
We rebuild places from the grain of their ground. We recreate real-world locations, preserving their terrain and architecture.Heightmaps drive our 3D...
Trust Forged in Code: Our Promise Beyond the Horizon. In contingency, critical messages carry a cryptographic signature.The public key verifies the...
We are a small, tight-knit team, bound by a systemic approach and the will to build a game that brings real benefit - useful knowledge and...
One of our ongoing primary goals has been to create and maintain a library of general-purpose game assets for convenient reuse. An organized project...
The Mesh, Material, and Texture folders are base resources. We separate them from Objects and Elements, which contain more complex game entities...
Elements is the place for seamless, universal materials that are reused many times and applied to any static objects. They do not need the object’s...
Objects is a repository of grouped game entities with unique identity, placed in the game world.As in Elements, the structure keeps a clear split...
Patterns and noise are foundational tools for creating believable, varied, and efficient materials. They save significant resources because they are...
World Material works as a universal, flexible wrapper for static objects, where textures keep a constant scale in world space. No more stretched or...
Material Layers is a builder for creating complex materials from multiple layers that stack on top of one another.Each layer adds color, texture, or...
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