Work

First-party games. Real Unreal projects.

Bloxiti and Univerce are games in development by the Gamibase team. We use them to pressure-test Gamibase against work we are responsible for—then report verified outcomes separately from roadmap ambition. These are first-party case studies, not client engagements.

Selected work

Two games. Two different technical pressure tests.

Bloxiti pressures creation, streaming worlds, persistence, and capture into one coherent loop. Univerce pressures project intelligence, encoded-asset mutation, build gates, and recoverable evidence across a large living Unreal codebase. Detail lives on each case study page.

A brutalist concrete Museum of Art interior with a gold-caged stair and lounge chair in Bloxiti
01 · First-party game · In developmentComing soon on Steam

Bloxiti

2025 Epic MegaGrant recipient

A photorealistic Unreal creator sandbox for modular construction, authored materials, stamps, Blueprint kits, procedural worlds, weather, water, and persistent creator data.

Gamibase contribution

Makes a creator action traceable from placement through undo, persistence, reload, export, and capture—and keeps roadmap systems labeled separately from foundations that already exist in source.

Evidence boundary

Creation, atmosphere, water, persistence, export, and capture foundations are in scope. Server-authoritative multiplayer, marketplace, expanded cloud workflows, and AI terrain remain active development.

First-party Bloxiti capture

A cinematic Porsche showcase rendered inside a Univerce gallery space
02 · First-party game · In developmentPreparing for Steam

Univerce

Built by the Gamibase team

A social world-building Unreal project with native code, Blueprints, plugins, streamed state, online systems, cinematics, and encoded assets—used across documented Gamibase campaigns.

Gamibase contribution

Facts before edits, bounded implementation, UE Bridge mutation with read-back, explicit build and cook gates, independent review, and project memory that carries evidence forward.

Evidence boundary

Univerce remains in development. The case study does not claim a shipped package, complete Blueprint migration, or production-scale online deployment.

First-party Univerce capture

What the work proves

Four capabilities pressure-tested on games we own.

Understand the project

Source, configuration, assets, tests, build state, prior decisions, and current evidence as one project-scoped context.

Bound the change

Owners, non-goals, risks, mutation authority, acceptance criteria, and the smallest credible verification gate.

Use the correct authority

Repository workflow for source. UE Bridge for encoded Unreal assets—never a direct opaque file write.

Preserve the proof

Builds, tests, read-backs, captures, reviews, warnings, and remaining limits attached to the result.

How we report

Evidence stays separate from ambition.

A successful compile is not a shipped release. A screenshot is not persistence proof. Plugin presence is not a completed integration.

01

Situation

What the project is trying to accomplish.

02

Constraint

The seam or ownership boundary that makes the work hard.

03

Workflow

How Gamibase was applied inside that boundary.

04

Evidence

What was built, tested, read back, or reviewed.

05

Remaining limits

What is still active development or outside scope.

Why first-party work matters

Our own games are where weak assumptions become expensive.

A demo can stop when the presentation works. A game must keep building, loading, saving, evolving, and surviving handoff. First-party work does not replace a client portfolio—it shows the engineering standard behind the product.

Bring your project

Need the same engineering discipline on one bounded outcome?