Auteur Game
Turn a story world into a governed game-development plan and verified engine work without abandoning canon or project evidence.
The plan that builds your world in an engine is the same plan a camera can shoot: one canon feeding both a game and its film previs, so nothing drifts between them.
Game Forge integrates Unreal Engine and Reallusion iClone today, with more engines coming, and turns your story world into powerful previs and game-building assets that carry your memory with them. Characters, locations, and rules move straight into the engine work, and the same canon that drives the game drives the previs a camera can shoot.
Who it's for
Game developers and virtual-production teams who already have a story world and want to carry its canon into an engine, either to build a game or to block and shoot previs for film.
“Turn this Unreal Engine sequence into gritty photoreal footage while preserving character, wardrobe, vehicle, and craft continuity across every shot.”
Two audiences, one engine room
For filmmakers, Game is a previs powerhouse: block AI-generated shots inside a real engine before you spend on final pixels. For developers, including ones who never touch media, Game plus the campaign workflows means governed big-world gameplay and sophisticated software: a vibe coder's stack with receipts, canon, and gates where a lone chat window used to be.
The deep-world engine room
This may be the most exciting combination in the studio: Story Forge canon, the Cinema Forge pipeline, and Build campaigns all feeding one game world. Not a demo, an in-depth world with multiple character roleplays and storylines that stay consistent because they share one project memory, built by governed campaigns that can code the systems underneath it.
“Block the warehouse chase in Unreal with placeholder movers, then carry the same scene toward photoreal previs without losing the layout.”
From engine to screen
“Block the chase as gameplay in Unreal, then hand the same scene to the Film lane and bring me back a photoreal shot with the layout intact.”
The same Unreal scene works twice: block a sequence as gameplay or previs, then carry it into the Film lane where the 3D animation becomes a photorealistic AI film shot: engine blockout in one tab, finished frame in the next, one canon across both. Unreal Engine is the integrated engine today; Blender and Unity support is planned.
One search across every asset library, planned
A key piece of the roadmap, stated plainly as planned: a single asset search that hooks into Fab, the Unreal Engine library, the Reallusion iClone library, and others, alongside your own project media library, so finding exactly the right asset means one query, not five launchers. The same search serves previs and game creation alike, and AI-generated plates drop into the scene as textures, backgrounds, or set extensions wherever you need them.
What it solves
Moving a story into an engine usually means leaving canon and evidence behind. Game plans against explicit, typed contracts, world canon, quests, levels, assets, scenes, so engine work stays tied to the project instead of drifting away from it.
How it works
Game Forge turns your canon into engine-neutral plans, and the engine work it drives is bounded, review-controlled, and verified.
Workspaces included
- Game Forge Core, story canon becomes a governed game-development plan, with engine work bounded, review-controlled, and verified.
- Campaign Builder, governed build campaigns code the game itself: systems, quests, and previs tooling, tracked and receipted like any other build.
- Unreal integration, works with the actual UE 5.8 editor under the same review-controlled discipline.
- iClone integration, an animation and motion authoring stage.
- Game Forge Previs, the same levels, cameras, and animation used as film previs, carried toward the Film lane.
Embedded from other products
The Algernon runtime is embedded in Game, the same engine that powers the rest of the shelf, included here rather than sold as a separate piece. Game's previs profile feeds Film: the levels, cameras, and animation you block in an engine become previs and virtual-production input.
Moving up
Engine previs carries into Film, the world comes from Story and Prep, and Studio bundles the shelf with Game as an optional addition.
Where it runs
Game connects to your own engine, Unreal on your machine.
Demonstrated
By 2026-08-28, Unreal discovery had run against a live UE 5.8 editor, the core contracts were backed by an extensive test suite, and the cockpit was shown, dated evidence rather than a staged slice.
Current limitations
Game produces engine-neutral plans and bounded, review-controlled engine work rather than a finished, packaged playable build; the engine work it drives stays verified against the project's typed contracts.
Related products
Questions
Can one project drive both a game and film previs? Yes. The same canon and plan that build your world in an engine also produce the levels, cameras, and animation Film uses as previs, one source feeding both.
Take the next step
Request Developer Access, /founding-beta/?track=developer. For developers who want to build against it early; this starts a conversation with us, and seats, when offered, are paid.
Proof
Every claim on this page traces to the product status registry, with evidence in code, tests, and live Unreal discovery, last verified 2026-08-28. The receipts behind it are claims GAME-001–005, GAME-007, GAME-008.