

Made in Unreal 5.8
Our established version for this and future projects. Chosen for the stability of a final version paired with gen 5 native tools, to prototype gameplay and level design, as well as for the various artistic aspects, from material setup to set-dressing, lighting and bleeding edge AI workflows like MCP.
Blueprints
Our core foundation: a quick, robust, fluid project framework that lets us build and iterate much faster than standard coding environments.
Fab
Richest repository of high quality pre-made assets to pick from. Working with plugins to animations, we cut development time in half with ready foundations to build on.
Crucial Tools
Sequencer, MCP - Claude toolsets, IKRetargeting, Behavior Trees, GAS, Gameplay Tags, Skeletal Mesh editing, etc. Hard to image working with any other engine.
PCG
The ease of setup for this workflow, notably for scattering, greatly speeds up set dressing for our intricate environments.
Nanite
As complex geometry arises in the environment from our custom geological assets and use of PCG, nanite drastically reduces this topology cost.
Lumen
For faster lighting iterations, we use Lumen as a global illumination method. Its native compatibility with nanite and ease of use with dynamic elements are also very welcome.
Substrate
We want cel-shaded materials for certain aspects of the game such as the characters. Since we use Fab assets, the Toon Shaders of Substrate help us give them the look we aim for.
PLA/Palettes
For set-dressing, we use Actor Palettes to correctly visualize used assets before their placement in levels, as well as their various assemblies in Packed Level Actors (PLAs).

JULIEN DUPUIS
Since 2022: Game Director
Game Designer on For Honor and previously Event Scripter on Assassin's Creed: Codename Hexe.
When graduating in 2022 from Isart Montreal, Julien began prototyping the Spartan Project as a portfolio piece. Today, it's the foundation to Project Wyrdbana.

DANICK HARVEY
Since 2026/04: Technical Designer
Hidden gem from Isart Montreal with Game Design, Programming and Management backgrounds.
Pragmatic realist and a big reason we delivered our demo on time. He's at his best when he shrinks down complex design requirements into elegant blueprint solutions.

Since 2026/08: Environment Artist
Graduated from Isart Montreal as the lead artist on Shards where he honed his environment and tech art skills.
Developed procedural pipelines for an art direction very similar to our own, making him an obvious pick from the moment we met.
The Team
TITOUAN CADORET
We're all graduates of Isart Montreal, working diligently in our spare time to reach a prototype we can present to the CMF to fund future development and grow our team.
"We owe it to ourselves to Breakout of the rut and turn our ambitions to reality."
Project Evolution

2026/03 Spartan Project
2026/08 Project Wyrd