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Games · tooling · animation

Gaming

We build games and the tools that make them — in the open, with AI in the pipeline and real designers at the table.

From an AI-driven Blender → Unity bridge and a geo-location-correct scenery generator, to hands-on animation work with a 30-year Unity veteran. Here's what's on the workbench.

The toolchain

A Blender → Claude Code → Unity bridge

Most game scenery is built by hand, one asset at a time. We're building the other way round: an AI coding agent that drives the whole pipeline. Claude Code sits in the middle, talks to Blender to model and lay out a scene, then hands the result straight into Unity — no manual export-import shuffle in between. Describe the scene, and the agent builds it.

🌍 Real-world data 🧊 Blender 🤖 Claude Code 🎮 Unity
🗺️

Geo-location-correct scenery

Point it at a real place and it generates terrain and layout that matches the actual geography — not a generic blockout, the real shape of the ground.

🧊

Blender does the modelling

The agent scripts Blender directly to build, place and texture scene geometry, then packages it for the engine.

🎮

Straight into Unity

Assets land in a Unity project ready to walk around — the bridge closes the loop between DCC tool and game engine.

🔁

Iterate by asking

Change the brief and the agent rebuilds. Level design becomes a conversation instead of a week of manual work.

Blender (MCP-driven) Claude Code agent Unity geo terrain data experimental / in progress

The partnership

Working together

Teaming up with Queens Heart Games

We're joining forces with Queens Heart Games — the indie studio founded by Felipe, the games designer who taught us the craft properly. He brings decades of game design and Unity; we bring AI. Together we've already built a string of tools off the back of working side by side.

It started with hands-on animation work and grew fast: an AI Blender-to-Unity bridge, geo-accurate scenery, and more — real tools born from one studio's decades of design instinct meeting agentic AI. This is the start of the story, not the whole of it. There's plenty more coming.

From Queens Heart Games' Beyond the Realm — character animation showcase.

Playable now

Games we've shipped in public

The tooling isn't theoretical — it comes out of actually building games and putting them online for anyone to play.

🔫

SPLITFIRE

A browser FPS you join by clicking a link — no install, no account, streamed live to YouTube. Play it →

🌊

Pressure Shift

A 1–4 player local co-op containment shooter set in a failing deep-ocean facility. Built in public.

🧪

More in the lab

Prototypes and experiments land on the build log as they happen. See what's building →

The people

We don't build alone

The best work here comes from working with people who've been doing this far longer than we have. Our colleagues page credits them properly.

F

Felipe — Queens Heart Games

Games designer, decades in Unity. Founder of Queens Heart Games; taught us game design, now our partner in building AI-powered tools.

Colleagues →

Follow the build

New tooling, new footage and the Felipe story land here and on the build log.

What we're building Meet our colleagues