The images below are taken from Oleg, our working title. This game is knowledge-driven: players notice details, connect clues, and discover new routes, like games such as Outer Wilds, Tunic, Animal Well, and The Witness.
Behind these screenshots lies a fully custom engine and toolchain. The editor includes all the expected essentials; user interface, gizmos, and a robust undo/redo system. For content creation, I built a dedicated spline-based wall editor, essential for shaping the labyrinth’s countless structures with precision and rapid iteration, along with a mesh vertex painting tool for fine detail, systems to scatter natural elements like grass, and a terrain editor that ties all these systems into a cohesive whole.
Rendering and engine features include:




Since the game takes place in a big handcrafted labyrinth, we needed tools that make editing it fast and flexible. I wanted the shapes to feel sinuous, messy, and a bit chaotic, so smooth curves were a must. The tricky part was keeping the vertex count under control — the number of samples can explode quickly — so now the editor automatically adjusts the sample count based on how sharp each corner is. It’s still tunable, but it already works great in practice.
We have a runtime profiler, which is super handy to keep an eye on how the important parts of the code perform.
Our terrain editor is built into the editor. Here’s a quick look at the painting workflow, it uses a large blend map to mix multiple albedo and normal textures smoothly:
Here’s the current game menu. It takes place in a small dedicated scene, centered around our Pierre Wissant stone, a symbol of the mysterious labyrinth that defines the world: 