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CH.03 · BUILD · #FF6B35
AURORA · DRIFT
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BLD Work / Games / Software

Things I made.

Games and software I designed, engineered, and shipped solo, augmented by an AI-native development pipeline. An open-world game on Unreal Engine 5.7, a live multiplayer game with real players, and a commercial product on the market. Built, not described.

Engine viewport at night, a vast streaming open-world landscape under ember light, wireframe terrain receding to the horizon
▸ What I've shipped + what's in the engine
7
AI agents in production
in daily use · view the stack →
LIVE
Rift Wars · rift.metamachina.io
server-authoritative multiplayer, real players
13
Working days · Rift Wars build-to-live
solo + AI-augmented velocity
4,276
Card identities · 16 clans
full content library · 309 released
VFX Forge
Commercial product · shipped
browser VFX studio · sold on Gumroad
Class 9
Trademark · Meta Machina
franchise-scale IP · core assets registered
300+
Universe-bible pages
canonical context across every AI agent
20+ yrs
Designing, est. 2004
player → modder → designer (lifelong player, professional design since 2004)
▸ Commercial product · shipped · Meta Machina LLC · on Gumroad
VFX Forge app interface, EMP Blast preset rendered live in the canvas with the layer stack and keyframe timeline visible ▸ vfx forge · shipped
VFX FORGE · BROWSER VFX STUDIOMeta Machina LLC · sold on Gumroad
Client-side · no install
20 effect presets · 27 motion presets
Commercial product, not a demo

VFX Forge, a browser-based VFX studio I shipped.

A real commercial product, not a demo. Design animated particle effects, energy bursts, and UI motion, then export production-ready CSS, React JSX, SVG, WebM, or GIF. 20 effect presets, 27 motion presets, a keyframe timeline, blend modes, live performance grading, running entirely client-side, no server or install. Built out of the Rift Wars effects work, packaged and sold under Meta Machina LLC.

SEE IT ON GUMROAD →
▸ In development · social operations engine · OmakaseSocial.com

Omakase Social, a self-hosted engine to own your social presence.

A social-media operations engine (scheduling, publishing, and a data hub) that lets a business run and own its social presence instead of renting it from a platform. The value prop: helps brokers, influencers, and retail agents build and control their social presence and brand image. Operator-directed by design, one person sets the strategy while AI does the day-to-day lifting, so a small team can manage many accounts without losing the human voice. In development.

Omakase Social operations engine interface, scheduling and publishing dashboard ▸ omakase social · in development
▸ Who it's for

Brokers, influencers, and retail agents who need a consistent, professional social presence but do not have a full marketing team behind them.

▸ What it does

Scheduling, publishing, and a central data hub in one place, so posting cadence, assets, and history live under the operator's control rather than scattered across platforms.

▸ The stance

Own, don't rent. The account, the audience relationship, and the data stay with the operator. AI is the force multiplier, not the replacement for the person directing it.

▸ Status

In development at OmakaseSocial.com. Not yet publicly shipped; built in the same operator-directed, AI-augmented pattern as the rest of the stack.

CH.05 Flagship · in active development · Unreal Engine 5.7 · vertical slice
CONTIGUOUS LANDSCAPE6,561 KM²

Meta Machina, a solo UE5.7 open-world flagship built on a novel AI-augmented pipeline.

The studio flagship: a single-developer, AI-augmented open-world FPS MMORPG targeting an investor-ready vertical slice ahead of team scale-up. Built on Unreal Engine 5.7 World Partition, a seamless streaming open world with no level seams and no fast travel by design. Nanite + Lumen under a custom cel-shaded look (Stylized Rendering System): Borderlands-grade toon shading over Cyberpunk-grade atmosphere.

The defensible engineering isn't the map size, in World Partition, generating an 81-km landscape from a heightmap is one of the easy steps. The hard part is the AI-augmented build pipeline driving the work (MCP-driven engine control via runreal + Ultimate Blueprint Generator for automated Blueprint authoring under a warn-before-modify ruleset), the integration discipline wiring production frameworks into a coherent vertical slice, and the fact that Rift Wars, the live multiplayer game already in production, proves the studio ships. World spec for scope: an 81 km × 81 km contiguous landscape (6,561 km²), 8×8 World Partition grid of 64 streaming regions, 32,513² heightmap at 2.5 m vertex spacing across dunes, canyons, black mountains, volcanic rifts, snow, salt flats, with the radial Invictus megacity embedded, supporting spec, not the headline.

Gameplay runs on production-grade frameworks integrated and modified rather than written from scratch, the right call for a solo dev hitting a vertical slice: GMCv2 networked movement, ALS locomotion, SKG tactical gunplay, RTune v2 Chaos-physics vehicles with full network prediction, Brushify terrain materials.

▸ Meta Machina · open-world cyberpunk FPS MMORPG · solo · AI-augmented pipeline

FULL DOSSIER →
▸ Meta Machina, at a glance
UE5.7
Engine
Unreal Engine 5.7
6,561 km²
World
81×81 km · 6,561 km²
64
Streaming
8×8 · 64 regions
Nanite
Render
Nanite + Lumen · cel-shaded
MCP
Tooling
Blueprint-first · MCP automation
Slice
Stage
Vertical slice · in dev
▸ Signature design systems
  • Anonymity-first UI, no nameplates, health bars, or damage numbers; recognition is purely visual.
  • Shinpōdō movement, skill-based traversal schools (wall-running, directional dodges).
  • Meta Crystal economy, one energy-backed resource for currency, fuel, and equipment.
  • Procedural rifts + an AI Ghost Persona system that keeps offline players present as NPCs.
★ AI-augmented pipeline

MCP-driven engine control via runreal, operating through UE5's Python Remote Execution layer to drive editor operations programmatically. Ultimate Blueprint Generator (Claude Desktop MCP) for automated Blueprint authoring under a disciplined warn-before-modify ruleset. AI content pipeline, Kling, MidJourney, RunwayML, ElevenLabs, feeding cinematics and assets. Modern tooling fluency beyond standard Unreal work.

▸ Build environment

A workstation-class rig built for world-scale work: AMD Threadripper PRO 3975WX (32c/64t), NVIDIA RTX 5090 (32 GB), 256 GB RAM. Project on a Gen4 NVMe Dev Drive (~7,300 MB/s); Derived Data Cache isolated on a separate drive to kill I/O contention during cooks. Not a hobbyist setup, production hardware for a production world.

▸ Multiplayer rollout

Phased and cost-aware: single-player + co-op via Listen Server → regional instances on PlayFab / GameLift → full dedicated infrastructure. Target ambient density ~20-30 players per instance, Death Stranding / Souls-style passive encounters.

▸ The universe on screen · cinematics, cast, and the creative pipeline

Not just a world spec. A universe with a look, a cast, and a sound.

Cinematics, character studies, and world footage produced on the same AI-augmented pipeline that feeds the vertical slice, Kling, MidJourney, RunwayML, ElevenLabs, and Adobe. Concept, direction, edit, and sound are mine end to end.

▶ sound▸ character film
Meta Machinacinematic

Zeek

A character study from the cast, cinematic look-dev under the cel-shaded Meta Machina aesthetic.

▸ loop
Meta Machinacharacter loop

Vincent & Bell

A two-hander from the universe cast, animated in-world loop.

▶ sound▸ motion + original track
Meta Machinaworld + sound

VOX Rave

World footage cut to an original track I produced, motion, edit, and sound design in one pass.

▸ The Rifters · character design loops

▸ Rifters, the inhabitants of the rift, a curated set of the character-design loops driving the cast

▶ sound▸ pipeline
Processconcept to screen

The Process

Concept to finished video on the Adobe + AI pipeline, how a look moves from idea to shot.

Meta Machina brand hub and crew art▸ brand hub
Meta Machinacommunity

The Crew

The brand hub and community art that ties the universe together across its channels.

Meta Machina Discord community banner ▸ community
▸ The proof it ships · live · rift.metamachina.io · Mar 2026 → present
▸ rift wars · live gameplay
RIFT WARS · SERVER-AUTHORITATIVE MULTIPLAYERReact + TypeScript · Node.js + WebSocket · PostgreSQL 16 + Redis 7
rift.metamachina.io
Mar 2026 → present · real players, real matches
The proof it ships

Rift Wars, a live multiplayer game inside the universe.

Before the open world ships, the studio proves it can ship. Rift Wars is a production, server-authoritative multiplayer game running live at rift.metamachina.io, real players, real matches, built solo in ~13 working days. React + TypeScript client, Node.js + WebSocket backend with isomorphic shared types, PostgreSQL 16 + Redis 7. 6-tier minimax bot AI with beam pruning and hand-reading, exported verbatim into a sim harness that has processed millions of balance matches. Designed and shipped a live LMSR prediction-market AMM, the automated-market-maker mechanism behind on-chain prediction markets like Augur and Polymarket, with automated odds, share-based outcome tokens, and deterministic settlement across a 9-market layer per match. Ranked ELO, tournaments, clans, and a two-track tutorial round it out, full ownership of every system.

Self-hosted behind Cloudflare Tunnel with PM2 crash-recovery and automated backups, the same infrastructure discipline detailed on /systems. The 4,276 card identities and 16 clan visual languages are art-directed on /visual.

PLAY LIVE → MARKETING SITE → DROOMDROOM FEATURE →
Animation-driven, desync-proof

Engine · server-authoritative · real-time MP. The server is the sole authority for animations, not only state, clients render timing/VFX from a per-turn event array. Spectators see the exact same sequence; replays are deterministic by construction.

Minimax + beam pruning + hand-reading

Bot AI · game AI. 6 difficulty tiers; the top tier runs depth-3 minimax with an LMSR-derived position heuristic. The production AI is exported and run verbatim in the sim harness, no drift between what's tested and what ships.

9 LMSR AMMs per match

Prediction markets · market design. Logarithmic Market Scoring Rule markets, match winner, first blood, center control, and more, trading live during play, settling atomically on match end. Spectators trade in real time.

Zero-match-loss deploys

Deploy discipline · prod ops. Production deploys at sustained 99%+ uptime with daily backups, health-check pipelines, and an active-match draining protocol that lets in-flight games finish before cutover.

▸ prediction markets · live in match
RIFT WARS · LMSR PREDICTION MARKETSThe 9-market layer trading live during a match, match winner, first blood, center control, and more
market design · live
logarithmic market scoring rule
▸ The credibility floor · lifelong player, designing since 2004 · player · modder · designer

A lifetime in games behind every design decision.

A lifelong player who turned it into work: freelance design on one of the early F2P MMOs back in 2003, clan leadership across thirty-plus titles, modding credits on the most-modded games of the past two decades, and a Magic: the Gathering Alpha / Black Lotus history. The floor under every Meta Machina and Rift Wars decision.

Conquer Online isometric MMO gameplay, a crowd of armored characters battling in a Han-dynasty styled town▸ freelance · 2003
Freelance game design · 2003

Conquer Online

Freelance gameplay design and storyboarding for TQ Digital: in-game items, early progression systems, weekly Guild Wars events. Among the first F2P MMOs with microtransactions, predating the WoW subscription generation.

Clan / guild leadership · 30+ MMOs

Top-clan record

RuneScape, Path of Exile I & II, WoW, Guild Wars 1 & 2, Diablo 2 & 3, New World, Black Desert, PlanetSide 2, ArcheAge, AION, RIFT and more. Pattern: clans excelled through team leadership + finding the design weakpoints that opened optimal growth routes.

Modding · alpha test · exploit reporting

Contribution record

World modding for Sims 2. Skyrim, Fallout 3 + New Vegas modder. StarCraft 2 community campaign creator. White-hat exploit reporting across hundreds of online games to help maintain launch-phase integrity. Alpha tester across multiple titles.

TCG background

Magic: Alpha + Black Lotus

Magic: The Gathering early Alpha player. Former Black Lotus owner. The psychology of card-game design absorbed at the source, informs every mechanical decision in Rift Wars.

3D · tools fluency

UE5 · Maya · 3DS Max · ZBrush

Unreal Engine 5 (Systems Design + Blueprint Logic). Maya, 3DS Max, ZBrush. Multiple particle simulators. Procedural generation systems. Early ray-tracing user in 3DS Max in the early 2000s, before mainstream.

Render infrastructure · 2003 onward

V-Ray 1.0 · 2003 onward

Built and operated personal V-Ray render farms during the teen + 3D-animation years, foundational 3D production at scale before GPU compute became a consumer trope.

▸ Game design pillars · Meta Machina / Rift Wars

The design philosophy underwriting the IP. Most game-design portfolios show screenshots; this is the framework the screenshots came out of.

01
Anti-meta progression

Progression systems that resist optimization culture. Reward creative expression and personal playstyle. Infinite viable character combinations.

02
Anonymity codex

Eliminating traditional MMO UI clutter for authentic social dynamics. Visual-only player recognition over UI-based identity.

03
Reality-integrated systems

Every element serves narrative purpose. Meta Crystal energy economics. Faction territory reflecting resource scarcity, not arbitrary balance.

04
Community-driven culture

Systems generating authentic player traditions and emergent social structures over scripted content.

05
Technical authenticity

Real-world IT expertise embedded in believable in-fiction tech systems. The infrastructure isn't decoration, it's the same stack the operator runs in life.

06
Faction + territorial consequence

Faction systems with meaningful political consequence and territorial control. Procedural content via lore-justified multiversal rifts, with seasonal world migration keeping community continuity across dimensional jumps.

▸ Drill deeper