Founded Meta Machina LLC. The studio's first shipped product is Rift Wars, live, multiplayer, server-authoritative, already the proof that the pipeline ships. The flagship is Meta Machina itself, an open-world science-cyberpunk game on Unreal Engine 5.7, driven by an MCP-controlled engine pipeline (UE Python Remote Execution, automated Blueprint authoring, UE5 Build Bot agent on Cursor), in active development toward an investor-ready vertical slice across an 81x81 km / 6,561 km² World Partition target landscape. Rift Wars itself runs at rift.metamachina.io, built solo in approximately 13 working days. Validated externally by DroomDroom in a feature on solo-developer use of AI to build production game systems. The marketing is mine end to end: I run all of Meta Machina's and Rift Wars' social media, content, and community myself, the same operator building the game also building its audience.
An open world on Unreal Engine 5.7, with a live multiplayer game already shipped to prove the studio ships. Solo, AI-augmented.
An open-world cyberpunk FPS MMORPG on Unreal Engine 5.7, built on World Partition for a seamless streaming world, an 81x81 km / 6,561 km² contiguous landscape as an 8x8 grid of 64 streaming regions, no level seams, no fast travel by design. Nanite + Lumen under a custom cel-shaded look. Gameplay on production frameworks integrated and modified (GMCv2 movement, ALS, SKG gunplay, RTune Chaos vehicles), with signature systems, anonymity-first UI, Shinpodo traversal, a single Meta Crystal economy, procedural rifts, AI Ghost Personas. Driven by an AI-augmented pipeline: MCP-controlled engine ops via UE's Python Remote Execution, automated Blueprint authoring, and an AI content pipeline for cinematics. Targeting an investor-ready vertical slice ahead of team scale-up. The long-arc vision and the studio's namesake. Full breakdown on /build.
Before the open world ships, the studio proves it can ship. Rift Wars is a production, server-authoritative multiplayer game live at rift.metamachina.io, real players, real matches, built solo in approximately 13 working days. The game client and server are ~57K lines of TypeScript; ~200K+ across the full stack once the backend infrastructure and blockchain integration are counted, multiplayer server, game engine, 6-tier minimax bot AI, a live 9-market 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), deck builder, and social stack. Self-hosted (the same AWS to self-host discipline detailed on /systems). Full ownership of every system.
4,276 Rift Wars card visual identities, full art direction, naming, factional visual language across 16 clans, each with its own lore positioning, color identity, and mechanical signature. Marketing site at riftwars.metamachina.io carrying the brand standards. A studio-scale visual engagement, art-directed solo in parallel with the engineering. The art direction lives on /visual.
The same operator who builds the game also runs its go-to-market. I own all of Meta Machina's and Rift Wars' marketing end to end: social media, content, community, launch messaging, and the brand voice across every channel. Positioning, copy, campaign cadence, and the audience pipeline are mine, run with the same AI-augmented workflow that ships the product. The marketing leader and the builder are one person, which is exactly the operator profile this whole portfolio is about.
A live multiplayer game with a 4,276-asset content library, ~57K lines for the game itself, 200K+ across the full stack, shipped solo in two-and-a-half weeks of working time, is not possible without (a) sustained domain expertise and (b) operator-grade AI orchestration. Both halves are required.
Shipping discipline at unusual velocity. 13 working days from concept to live multiplayer is a velocity most studios cannot match with a team of five. The "solo + AI" workflow that produced this is what companies are now hiring AI Operations Leads to build internally.
Full-stack product ownership. Game engine, multiplayer server, bot AI, content authoring, marketing site, brand identity, social media and content marketing, community, deployment infrastructure, under one operator.
AI as multiplier, not substitute. The DroomDroom framing, "Leverages AI to Build AAA Game Universe", names the pattern exactly. This is the framing that distinguishes AI-operator hiring from AI-replacement experiments.
Founder credential. Meta Machina LLC is a real entity with a real shipped product and external press validation. Founding-team-grade evidence, not portfolio aspiration.
Web2 + Web3 fluency in the same product. The DroomDroom framing, "Bridging Traditional and Web3 Gaming", captures the positioning at the seam. The game plays as a Web2 multiplayer card game with Web3-native asset infrastructure underneath. Few solo operators can architect both layers cleanly.
"Solo Developer Leverages AI to Build AAA Game Universe Bridging Traditional and Web3 Gaming"
Single PDF with everything above plus source-asset paths and cross-links.