Games we have built and worked on

Games we built from start to finish, systems we added to live titles, and experience our team brings. Every record states our part first, then the public context of the game.

Studio projects
8
Full development
3
Under NDA
+6
Project records

Project by project

Gameplay systemsStudio project · Development support

Fallout 76

Gameplay systems for Bethesda's online Fallout

Our part

We helped on Fallout 76 with gameplay systems in C++.

Discuss similar work with David
Publisher
Bethesda Softworks
Platforms
PC, PlayStation, Xbox
Status
Live since 2018
Our role
Gameplay systems, C++
Watch on YouTube

Loads YouTube (privacy-enhanced mode) only when you press play.

Fallout 76: Wastelanders official trailer · Official game footage · Bethesda · Public game context

Game context

  1. Creation Engine, online

    Fallout 76 runs Bethesda's Creation Engine, built for single-player RPGs, as a shared online world with other players.

  2. Shared server state

    Combat, building and public events have to resolve the same way for every player on a server.

  3. Live updates on three platforms

    New seasons and updates ship into a game played daily on PC, PlayStation and Xbox.

  • Creation Engine
  • C++
  • Online multiplayer
  • Live game
Shared-world stateSeveral clients act in one shared world, which sends the resulting state back to every player. Client A Client B Shared world actions instate out action state update
Concept diagram · Public game contextSeveral clients act in one shared world, which sends the resulting state back to every player.
Gameplay and AIDevelopment support · Named in the credits

Tempest Rising

Gameplay and AI for a classic RTS on Unreal Engine 5

Our part

Several members of our team worked on gameplay systems in C++ and on AI and pathfinding for Tempest Rising, and are named in the game's credits.

Discuss similar work with David
Publisher
3D Realms, Knights Peak
Engine
Unreal Engine 5
Status
Released April 2025
Our role
Gameplay systems in C++, AI and pathfinding
Watch on YouTube

Loads YouTube (privacy-enhanced mode) only when you press play.

Tempest Rising: extended launch trailer · Official trailer · 3D Realms · Public game context

Game context

  1. Classic RTS on Unreal Engine 5

    A base-building real-time strategy game for Windows, built on Unreal Engine 5.

  2. The Tempest economy

    Tempest is the main resource: harvesters collect Tempest pods from Tempest fields and deliver them to refineries.

  3. Skirmish AI and multiplayer

    Story campaigns, skirmish against the AI on three difficulty levels in solo or co-op, and multiplayer for up to four players.

  • Unreal Engine 5
  • RTS
  • C++
  • AI and pathfinding
  • PC
Pathfinding around obstaclesA move order becomes a path around obstacles, and the unit follows it waypoint by waypoint. cliff base path units move order
Concept diagram · Public game contextA move order becomes a path around obstacles, and the unit follows it waypoint by waypoint.

Tempest Rising and associated marks belong to their respective owners.

Background: official launch trailer footage, 3D Realms, Knights Peak and Saber Interactive.

Public game references: Steam store page · Tempest Rising on Wikipedia

Full developmentStudio project

Dark Fairy Tales: The Boogeyman

A 4-vs-1 survival horror game, built end to end

Our part

Full development of the game for Density Games.

Discuss similar work with David
Publisher
Density Games
Platform
PC
Status
Unreleased (2020 preview builds)
Our role
Full development
Watch on YouTube

Loads YouTube (privacy-enhanced mode) only when you press play.

Also on YouTube: Announcement trailer

Dark Fairy Tales: The Boogeyman, Preview 14 walkthrough · Preview gameplay · Density Games · Public game context

Game context

  1. Dark-room lighting

    Dark rooms and flashlight lighting have to frighten survivors without leaving them blind, and still run smoothly.

  2. Hunter attacks and walls

    The 2020 preview builds dealt with AI attacking through walls, which decides whether four players trust the match.

  3. Vaulting and mantling

    Chases in a 4-vs-1 match depend on vaulting and mantling working every time.

  • Asymmetric multiplayer
  • 4-vs-1
  • Survival horror
  • PC
Visibility and obstructionFour survivors and one hunter: a flashlight cone sweeps the room, and walls block the hunter's line of sight. wall 4 survivors blocked by wall hunter
Concept diagram · Public game contextFour survivors and one hunter: a flashlight cone sweeps the room, and walls block the hunter's line of sight.
Development supportStudio project · Development support · Released

LUNA

A cosy open-world adventure where every step ages you

Our part

We took part in the development of the game for Tiny Meow studio.

Discuss similar work with David
Publisher
Tiny Meow studio
Platform
PC
Status
Released 27 October 2025
Our role
Development support

Game context

  1. Age tied to distance

    Rina grows from a child to old age as she travels, so movement, progression and story all hang on the distance walked.

  2. Open exploration

    Jumping, gliding, sneaking and interacting across an open Adriatic coastline, in the spirit of Breath of the Wild.

  3. Folklore and abilities

    Spirits from Croatian and Mediterranean tales, a spirit companion and unlockable abilities shape where the player can go.

  • 3D exploration
  • Open world
  • Adventure
  • PC
Distance and ageDistance walked is time lived: the further Rina travels, the older she becomes. age childyoung adultold distance walked →
Concept diagram · Public game contextDistance walked is time lived: the further Rina travels, the older she becomes.

LUNA footage and associated marks belong to their respective owners.

Background: official release trailer footage, Tiny Meow studio.

Game systemsStudio project · Development support

RuneScape

Game systems for an MMO that has run since 2001

Our part

We helped Jagex with game systems on RuneScape.

Discuss similar work with David
Publisher
Jagex
Platforms
PC, Mac, Android, iOS
Status
Live since 2001
Our role
Game systems
Watch on YouTube

Loads YouTube (privacy-enhanced mode) only when you press play.

RuneScape 3 official launch trailer (2013) · Official trailer · Jagex · Public game context

Game context

  1. The 0.6-second game tick

    RuneScape's servers advance the world in 0.6-second game ticks, so every new system has to fit that rhythm exactly.

  2. Decades of live content

    Launched in January 2001 and still updated, so new systems sit inside a large existing world, economy and player base.

  3. Desktop, Steam and mobile

    RuneScape came to Steam in 2020 and to iOS and Android in June 2021, alongside its long-running desktop client.

  • MMORPG
  • Live game
  • Cross-platform
Server game ticksPlayer actions arrive at any moment; the server applies them on the next 0.6-second tick. player actions arrive 0.6 s server tick applied on the next tick
Concept diagram · Public game contextPlayer actions arrive at any moment; the server applies them on the next 0.6-second tick.
Full developmentStudio project · Web3

Ultra Kingdoms

An online kingdom builder, built end to end

Our part

Full development of the game.

Discuss similar work with David
Publisher
Eight Galaxies
Platform
PC (Steam)
Status
Unreleased; Steam Early Access planned
Our role
Full development
Watch on YouTube

Loads YouTube (privacy-enhanced mode) only when you press play.

Ultra Kingdoms promo trailer · Official trailer · Ultra Kingdoms · Public game context

Game context

  1. Kingdom and territory building

    Players build and manage kingdoms and territories while meeting other players in the same online world.

  2. Cross-world assets

    Assets are designed to move between connected worlds instead of staying locked to one.

  3. Procedural weather and anti-cheat

    AI-driven procedural weather and anti-cheat are part of the published feature set.

  • Unreal Engine
  • Online world
  • Territory building
Cross-world assetTwo worlds with their own territories, and an asset that can be carried from one to the other. World A World B asset territories in two worlds
Concept diagram · Public game contextTwo worlds with their own territories, and an asset that can be carried from one to the other.

Ultra Kingdoms and associated marks belong to their respective owners.

Background: official trailer footage, Cyber Apes Yacht Club and Eight Galaxies.

Public game references: Steam store page

Full developmentStudio project · Web3

NiftyVille

An open-world city with AI citizens and its own backend

Our part

Full development, including the AI systems and the backend.

Discuss similar work with David
Publisher
Onessus
Platform
PC
Status
Unreleased
Our role
Full development, AI and backend

Game context

  1. AI citizens

    An open-world city needs non-player characters that go about their day and react to the player.

  2. Persistent ownership

    Players own property and vehicles, so the backend has to keep that state safe between sessions.

  3. Jobs

    In-city jobs connect what players do in the world with records the server keeps.

  • Unreal Engine
  • Open-world city
  • AI systems
  • Backend
Backend requestIllustrative backend request flow: the game client calls an API, which reads and writes the data store. Game client API Data store request →← response
Concept diagram · Public game contextIllustrative backend request flow: the game client calls an API, which reads and writes the data store.
NPC decision cycleIllustrative NPC decision cycle: observe, decide, act. 1 Observe 2 Decide 3 Act repeat with the new state
Concept diagram · Public game contextIllustrative NPC decision cycle: observe, decide, act.

NiftyVille and associated marks belong to their respective owners.

Background: NiftyVille trailer footage.

Public game references: NiftyVille design documentation

Game systemsStudio project · Web3

Mars4

Survival systems on NASA-based terrain

Our part

We built game systems for Mars4.

Discuss similar work with David
Engine
Unreal Engine
Platform
PC
Setting
Mars, from NASA terrain data
Our role
Game systems

Game context

  1. NASA terrain data

    The map is built from NASA terrain data of Mars, so every system works on real topography instead of a hand-made level.

  2. Survival, mining, building, vehicles

    Survival, mining, building and vehicles all run on the same terrain and the same character.

  • Unreal Engine
  • Survival
  • Mining
  • Building
  • Vehicles
Related gameplay systemsFour gameplay systems on one Mars terrain: survival, mining, building and vehicles. Survival Mining Building Vehicles one Mars terrain
Concept diagram · Public game contextFour gameplay systems on one Mars terrain: survival, mining, building and vehicles.

Mars4 and associated marks belong to their respective owners.

Background: official Mars4 Survival trailer footage.

Public game references: Mars4 development blog

Team experienceTeam experience · Before joining Module Forge

Star Citizen

FPS combat inside a moving reference frame

Team member's prior work

One member of our team worked on Star Citizen FPS systems before joining Module Forge.

Ask David about this experience
Publisher
Cloud Imperium Games
Platform
PC (alpha)
Engine
StarEngine
Our role
Prior experience of one team member
Watch on YouTube

Loads YouTube (privacy-enhanced mode) only when you press play.

Also on YouTube: Star Citizen Alpha 4.0 trailer

Star Citizen Live: FPS Weapons and Systems · Official developer discussion · Cloud Imperium Games · Context for a team member's prior work

Game context

  1. Local physics grids

    Players fight on local physics grids inside ships that are themselves flying through a seamless universe.

  2. Networked hit registration

    Networked hit registration has to settle who hit whom across clients and servers.

  3. Recoil, damage and armour

    Procedural recoil, per-limb damage and armour shape how every gunfight feels.

  • StarEngine
  • FPS
  • Local physics grids
  • PC alpha
Local and world coordinatesPlayers keep their positions on a ship grid while the ship moves through the world; a shot is resolved as an event on the server. world frameship moves → Shot event Server New state ship grid
Concept diagram · Public game contextPlayers keep their positions on a ship grid while the ship moves through the world; a shot is resolved as an event on the server.
Under NDA

More than we can publish

Six more projects under NDA.

We walk you through them on a call, as far as the confidentiality agreements allow.

Talk to David
Start a project

Talk to David about your game

Send us the engine version, where the project is and the work you need done. David replies within two business days with who we would put on it, or tells you it is not a fit.

A non-confidential outline is enough. If you need an NDA first, say so here and David will arrange it before you share project materials.

Add project details (optional)