MeshForge
3D generation, on the same spine.
Props, set dressing and staging geometry from a description — generated into the project, iterated as the layout changes, and swapped for the final asset as a reference change the game never notices.
Roadmap
The line
Motion, speech, faces and montages are live today. These are next — each announced because the spine it plugs into already runs.
3D generation, on the same spine.
Props, set dressing and staging geometry from a description — generated into the project, iterated as the layout changes, and swapped for the final asset as a reference change the game never notices.
Images and textures, in the pipeline.
Concept boards, placeholder UI and textures on the same provider registry and the same pipelines — generated against the project’s art direction rather than one prompt at a time.
The creative direction layer.
One versioned style source — palettes, references, rules — that every other Forge generates against, so a thousand generated assets read as one game instead of a thousand prompts.
Alongside
at launch
The open half of the suite — the generation cores and every agent toolset — lands on GitHub, with the same plugins packaged on Fab.
with the first public release
Install guides, the pipeline cookbook, and the agent conventions — written once the plugins stop changing shape, so nothing documented is already stale.
with the first public release
Every set free on Fab, and the Narrative Pro add-ons priced and purchasable one at a time. Links and prices land on this site the same day.
waitlist first
The web workspace, opening on the scene loop: hear and watch a scene play before Unreal is involved, approve takes, and sync them into the project wired.
Stay close
One email when something on this page ships. The release notes carry what already has.
Opens a message to bojan@blackcode.ch. One email when something ships. Not a newsletter.