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

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

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
Source, configuration, assets, tests, build state, prior decisions, and current evidence as one project-scoped context.
Owners, non-goals, risks, mutation authority, acceptance criteria, and the smallest credible verification gate.
Repository workflow for source. UE Bridge for encoded Unreal assets—never a direct opaque file write.
Builds, tests, read-backs, captures, reviews, warnings, and remaining limits attached to the result.
A successful compile is not a shipped release. A screenshot is not persistence proof. Plugin presence is not a completed integration.
What the project is trying to accomplish.
The seam or ownership boundary that makes the work hard.
How Gamibase was applied inside that boundary.
What was built, tested, read back, or reviewed.
What is still active development or outside scope.
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.