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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).

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JULIEN DUPUIS

Since 2022: Game Director

Game Designer on For Honor and previously Event Scripter on Assassin's Creed: Codename Hexe.

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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.

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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.

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Since 2026/08: Environment Artist

Graduated from Isart Montreal as the lead artist on Shards where he honed his environment and tech art skills.

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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

Spartan Project Short.mp4

2026/03 Spartan Project

2026/08 Project Wyrd

DEVELOPMENT ROADMAP:
Objectives

Pre-Funding

April  2026

Opening cutscene is marketing level quality, produced a demo that conveys gameplay intentions and validates the MVP, studio is ready to begin operations.

Added roles:

Danick - Tech Design

Titouan - Environment Art

Prototype

Q1 2027

Validate Art Direction, World Design and Narrative. Gameplay is 80%, all pipelines are established for production and marketing channels have reached the customer base.

Added roles:

Tech Level Design

Character Artist/Rigging

Production

Q1 2028

Main game is playable from start to finish, public demo is out, in-game footage sparks excitement in the community.

Added roles:

Animator & Tech Artist

2D animator/2D Artist

Early Access

Q4 2029

If successful, we'll continue on to release to consoles. If not, we pivot to the next title.

Added roles:

Localization

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