Gamibase

●Work

First-party games. Real Unreal projects.

Bloxiti and Univerce are games in development by the Gamibase team. They show how Studio fits into real Unreal projects we build and maintain ourselves.

●Selected work

Two games. Two very different creative challenges.

Bloxiti combines world building, streamed environments, saving, and capture. Univerce combines native code, Blueprints, online systems, cinematics, and a large collection of Unreal assets.

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

Connects a creator action from placement through undo, save, reload, export, and capture so the team can see where a problem begins.

Still in development

Creation, atmosphere, water, saving, export, and capture are underway. Multiplayer creation, marketplace features, expanded cloud tools, and AI terrain are not finished.

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

Keeps project context, planned changes, Unreal asset edits, builds, reviews, and results connected from one session to the next.

Still in development

Univerce is still being built. It is not yet a shipped game, a completed Blueprint migration, or a production-scale online world.

First-party Univerce capture

●How we use Gamibase

Four things that matter on games we own.

Understand the project

Bring source, settings, assets, tests, build state, and earlier decisions into one view of the project.

Focus the change

Name the result, the people involved, the risks, what will not change, and how the team will check the work.

Edit Unreal safely

Use normal repository tools for source and UE Bridge for Unreal maps, Blueprints, and other encoded assets.

Keep the result

Keep builds, tests, captures, reviews, warnings, and unfinished work with the change they describe.

●How we tell the story

Show what exists. Be clear about what comes next.

A successful build is not a shipped game. A screenshot does not show whether saving works. An installed plugin does not mean the full feature is finished.

01

Situation

What the project is trying to accomplish.

02

Constraint

The technical or creative constraint that makes the work hard.

03

Workflow

How Gamibase helped the team move the work forward.

04

Result

What was built, played, tested, 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 help with one focused Unreal challenge?