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.
A look at the dev kit
Sizzle reel · after dev-kit sign-offThe kit, at a glance
Four systems, running today
- 01Aether ForgeThe in-engine editor: terrain, weather, items, quests, and the mod kit that ships.
- 02AetherHumanHigh-quality faces, rigged and brought into the engine.
- 03AssetGenImage → 3D → in-engine, fast, filling a large world.
- 04Aether AIReactive enemy minds: perception + behaviour trees, real fights.
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.
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.