Engine work
Unreal Engine 5.8. Gameplay and interface systems written rather than assembled, so the parts that matter are ours to fix at 2am.
A one-person games studio in Germany. The engine work, the client, the services, the infrastructure — and the tools underneath, built in house because nobody else was going to build them.
The studio
One person means no handoffs and no committee — but it also means every layer has to be understood, not outsourced. That constraint shapes everything here.
Unreal Engine 5.8. Gameplay and interface systems written rather than assembled, so the parts that matter are ours to fix at 2am.
Building a game surfaces the gaps in the tooling around it. Some of those gaps are worth solving properly — and the solutions turn out to be worth shipping to everyone else stuck on the same thing.
The desktop client, the services, the deployment, the infrastructure. Not bought in, not glued together from templates.
Shipping
The first tool out of the workshop. Built for the studio's own Unreal pipeline, then finished properly so it works in anyone's.
Design game UI as HTML with Tailwind — by hand or with a coding agent — and import it as a plain Widget Blueprint. No web view, no JavaScript runtime, nothing ships in your game.