
Blender: from shape to in-game car
Shape, materials, export, and a real race: the bone car’s path through Blender and into the game engine.
ALMOST GG / In development
Tools, sketches, and decisions beyond any single game. A look inside Almost GG.

Shape, materials, export, and a real race: the bone car’s path through Blender and into the game engine.

A game to play while waiting in line, trading after work, and wild races with friends: personal reasons behind Almost GG.

A hand-drawn food chain, a living market, and stone on the road: the workshop’s first visual edition.

Unity canceled the Runtime Fee, but our trust in the engine had changed. We unpack that history, Unreal’s terms, and our own choice.

Open source, control over the working build, and repeatable checks: why Godot fits our development process.

Test scenarios, art variations, and bug reviews: where AI helps the work and where a person needs to take a look.