Origami Labs

Velkarn: The Darklands.

Game modding is a hobby of mine, and people think creatives will be out of a job. But guess what, executives aren't the ones that make games, creatives do. I'm out to prove it and create the means to show those who may be less sure on the tech how to produce their dreams.

In-engine editor Living world Streamed terrain Ships as the mod kit

A look at the dev kit

Sizzle reel · after dev-kit sign-off

The kit, at a glance

Four systems, running today

  • 01
    Aether ForgeThe in-engine editor: terrain, weather, items, quests, and the mod kit that ships.
  • 02
    AetherHumanHigh-quality faces, rigged and brought into the engine.
  • 03
    AssetGenImage → 3D → in-engine, fast, filling a large world.
  • 04
    Aether AIReactive enemy minds: perception + behaviour trees, real fights.
Follow for the reveal Pre-alpha · sizzle reel after dev-kit sign-off

We're building the toolchain in the open.

The game will launch with a full, visually intuitive dev kit for modders and game-makers alike, in the Godot engine.

01 · Day-one dev kit

Aether Forge

The in-engine editor we build the world with is the mod kit that ships: terrain, placement, items, weather, quests, NPCs and AI, authored in Forge and handed to players on release.

02 · Content pipeline

AssetGen

Generate-to-game assets: image → 3D → in-engine, fast. How a small studio fills a large world, feeding straight into Forge.

PropsWeaponsArmourCharactersEnvironmentsNo AI voicework, voices should have soul

From Tabletop to Screen.

The setting

Years in the making

Velkarn is a fantasy world, but not a new one. It's a setting I've built up in tabletop D&D for years, and this game will take place in a small part of it.

A whole world players have played before
The full campaign: story, side quests, easter eggs, planned in detail across one country of the world
Crafted with full topology into the digital world, slightly smaller than RDR2