Yusuf Aliya
Art, game, and tech direction. Sets the look, the feel, and the build.
A foundry is a slow place. Raw material in, finished worlds out. Nothing leaves until it can stand on its own.
We are four hands at the same furnace — direction, engine, world, and the studio itself. Every cast goes through every set of hands before it leaves.
We don't ship a game a year. We ship a world when it's ready. Currently in the furnace: Rage: Overdrive — a 2-engine hover racer.
A 2-engine hover racer in cracked desert.
Hand-built in Unreal Engine 5 with a purpose-made vehicle pipeline, networked from the ground up. Designed for room-scale VR with a flat-screen fallback. Years in the furnace and counting.
Argos had a hundred eyes — never all closed, never all open. We borrow three of them as a way to look at the work.
We make in the engine. Look-dev, blocking, gameplay, cinematics — all in the same room. No throw-it-over-the-wall pipeline. The same hand that paints the sky writes the netcode.
Four people, one furnace. We pick fewer projects on purpose so each one can be cast properly. Slow looks like a luxury until you see the result.
Real-time is leaving the game industry. Cinema, training, simulation, theme parks. We watch closely so the foundry casts what's actually needed next.
A running record of every cast the foundry has started, ordered by the day it entered the workshop. Some live, some queued, some still in conversation.
A small, multi-hatted crew. Every cast goes through all four of them before it leaves the workshop.
Art, game, and tech direction. Sets the look, the feel, and the build.
Studio leadership, finance, and external comms. Keeps the company moving so everyone else can build.
Unreal Engine specialist. Netcode, gameplay systems, and the engine work that holds the world together.
Vehicles, environments, props. Brings the whole world into Unreal.