Games
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Game development

Games

We make games the way we make films: art first. We develop our own games and build art for other studios' games, always with the house CGI craft behind it.

A cruel open-world RPG ruled by the machines and, above them all, an AI that takes the census, sets the quota and harvests whatever prospers, with a living economy and factions that act without a script; it shares its universe with some of our own film projects. Your choices change the course of the world, not of a written story. You start alone, a nobody in the rubble, and from there you are free to build your own group, earn your place in a faction, or wander as a lone wolf. Be a trader, a bandit, a caravan guard, a settler, a surgeon, a warrior, a cultist, or just the harvester's next quota. Traffic in organs, limbs and implants. Take whichever path you see fit, but remember that you are only flesh.

Concept art // V.E.R.A.

Concept · three walkers crossing the dust
Concept · three walkers crossing the dust
Concept · the same march, seen from above
Concept · the same march, seen from above
Click to change plate
V.E.R.A. character concept
Character concept
ID
VERA-7-00421
SYS
07
PRST
12
CLK
9F
Engine
Unreal Engine

The systems

Six of the fourteen systems already running in the engine.

The Yield Map

An invisible grid of value by visibility. VERA takes census, sets a quota and sends the harvester. Prospering in the open makes you worth harvesting, so looking poor is a legitimate strategy.

Limb-based combat

Nineteen hierarchical damage zones, organs that kill or incapacitate, chained dismemberment and interruptible attack phases. Mastery multiplies criticals by 3.5: a veteran against a recruit does not fight, he executes.

World Pulse

Settlements with production, consumption, decay and morale. Prices emerge from supply and demand, and physical caravans cross the map with no scripted routes.

Factions that decide

Each faction weighs its options against the real state of the world and does what it sees fit, shaped by its lore, its background and its experience. Bandits raid caravans, patrols hunt them, escorts frustrate them. No script.

Prosthetics and flesh forging

Lose an arm and choose what to come back with: three grades of prosthetics, the best above flesh, or the forge, a white monolith that regrows your flesh improved if you pay the price. The universal catch: chrome shines in the census, and what shines gets harvested.

Progression and field medicine

Progression by use, no classes: the closest thing to one is the stance you take in combat. Random talents with trade-offs, some hidden and already acting without your knowledge. Bandage, bleed out, wake up alone, and carry the wounded at their real weight.

The world

The Earth belongs to the machines, and above them all there is a single AI. She does not conquer or exterminate: she administrates. The whole world is her inventory, and the harvester comes to collect whatever stands out in it. Settlements survive in the margins she does not consider profitable: they trade, hide what they have and pay in flesh what they cannot pay any other way. The periphery calls her the Machine; the Cult worships her as the Engine. That is where the game begins: you are nobody in the rubble.

To prosper is to be seen.

Services

Behind it sits the studio's CGI pipeline, the same one in our brand work. See the Studio's work.

Full game art

Environments, characters, props and FX, delivered engine-ready

Vertical slices

A playable region at final quality, scoped and budgeted as its own deliverable

IP partnerships

We partner with IP owners to turn film and TV universes into games