Conceptual · Pre-Development · February 2026

The Engine

A Hybrid Open-World Game Engine & Game Vision
There is a demonstrable gap in the gaming market that no studio has filled, not because nobody wants the product, but because nobody is positioned to build it.

Section 01The Core Thesis

What people want and have never gotten: a world they can live in, that feels both real and nuanced up close, and vast and persistent far away.

The gap sits between two design philosophies that have historically been treated as mutually exclusive:

Rockstar's Approach

Beautiful, cinematic, emotionally resonant worlds with aggressive LOD streaming and bespoke animations.

Click to see the trade-off

The Trade-Off

Heavily authored, hand-placed, hand-animated, tightly controlled worlds. Aggressive LOD streaming, bespoke animations, carefully managed NPC density. Beautiful, cinematic, emotionally resonant. The trade-off is shallow interactivity: you can't pick up a bottle off a table, NPCs don't have real schedules or homes, and the world state barely changes.

Bethesda's Approach

Deeply systemic worlds where every object is tracked, NPCs have routines, and the world state is mutable.

Click to see the trade-off

The Trade-Off

Heavily systemic. Every object is physics-enabled and tracked. NPCs have daily routines, ownership flags, faction relationships. The world state is mutable and persistent. The trade-off is that this systemic overhead is enormous, resulting in games that look a generation behind and cities that feel sparse.

Players have been asking for the convergence of these two approaches for over a decade. Skyrim and Red Dead Redemption are repeatedly cited as the top two games people say they can just exist in

Starfield's disappointment was specifically that it moved further from the Rockstar feel, losing the handcrafted, explorable, meaningful world that made Skyrim feel like Skyrim, while failing to compensate with systemic depth. Baldur's Gate 3's overwhelming success proved the thesis partially: when someone even partially bridges the authored/systemic gap, the market response is enormous. But BG3 isn't open-world at Rockstar/Bethesda scale.

What people want and have never gotten: A world they can live in, that feels both real and nuanced up close, and vast and persistent far away. With real causality and effect cascades. Impact of decisions immediately and over distance and time.

Section 02Why Nobody Has Built This

The incumbents are structurally unable or unwilling to converge on the middle, and the middle is exactly where the biggest unmet demand lives.

The Incumbents Are Structurally Unable

Rockstar has no reason to rebuild RAGE around systemic persistence. Their games print money without it, and adding it would compromise the authorial control that defines their brand. Bethesda has no reason to invest in Rockstar-level visual density and handcrafted feel, because their audience has historically forgiven them for it (until Starfield proved there's a limit). No new studio has the resources to attempt it from scratch using traditional methods.

The Disruption Setup

The Technical Bottlenecks Are Real but Solvable

Memory and I/O, not GPU. The core problem is memory and CPU, not rendering power.

Tracking the state of tens of thousands of interactive objects, each with physics, ownership, and persistence, is a memory and CPU problem. When combined with Rockstar-level texture density and NPC counts, you're fighting for the same RAM and bandwidth. SSDs help enormously with streaming, but persistent object state is fundamentally different from streaming pre-baked assets.

CPU simulation budgets. NPC schedules, AI routines, and physics all compete for CPU time.

Rockstar's NPCs are essentially decorative, ambient life that despawns when you look away. Bethesda's NPCs are simulated even off-screen. Doing both at Rockstar-level population density requires hierarchical simulation: distant NPCs run simplified routines, nearby ones get full fidelity.

Projected Save State Complexity

Why these numbers matter
StageEst. Save SizeEst. Load Time
Early game (10 hrs)~60 MB15 - 30 seconds
Mid game (60 hrs)~150 MB45 - 90 seconds
Late game (150+ hrs)~300 MB2 - 4 minutes
Extreme play (300+ hrs)~400+ MB5+ minutes

System fragility at scale. Failures compound over time rather than staying constant.

Object reference corruption, NPC schedule breakdowns, cascading state errors, physics desync on load, and the fundamental tension between simulation complexity and system reliability. These failures compound over time rather than staying constant.

Animation and interaction. Making every object interactable at Rockstar quality is the hardest problem.

Rockstar's animation quality comes from heavy motion capture and sophisticated blending. Making every object interactable at that quality means either an exponentially larger animation library or a much more sophisticated procedural animation system.

The Solution Isn't More Power, It's Different Architecture

Modern consoles have the raw horsepower to run such a game. The problem is that nobody has built the engine to make one. It requires:

Hierarchical simulation — full detail near the player, abstracted simulation at distance

Delta-based state persistence — tracking changes from default rather than absolute state for everything

Procedural animation and interaction systems — generating contextual animations on the fly

Aggressive SSD use as virtual RAM for state data, not just asset streaming

A "world janitor" system — NPCs cleaning up, weather degrading objects, plausible narrative tidying

Section 03Feasibility with AI-Assisted Development

A purpose-built engine for one specific vision is a fraction of the work of a general-purpose engine.

Building a competitive AAA engine from scratch traditionally requires 50 to 200 engineers, 4 to 7 years, and $200M to $500M+. That's roughly 2,400 to 16,800 person-months of work.

The AI-Assisted Equation

A purpose-built engine for one specific vision is a fraction of the work of a general-purpose engine. With AI assistance, the equation changes fundamentally.

  • Three coordinated Claude instances with shared persistent memory systems, operating in parallel or collaboration
  • Custom memory infrastructure built from neuroscience fundamentals, providing sustained coherent work across sessions
  • Near-zero coordination overhead compared to human teams (no meetings, onboarding, architectural debates)
  • Rapidly improving AI capabilities: SWE-bench coding scores went from ~49% to 80.9% in 18 months; autonomous work horizons went from minutes to 14+ hours in one year; model releases every ~4 months with significant capability jumps

Scoping the Actual Novel Work

A general-purpose engine that does everything is the 200-engineer project. A purpose-built engine that solves two specific hard problems and does everything else adequately is dramatically smaller.

What's already solved

The Four Novel Engineering Challenges

  1. Streaming/LOD system tuned to the specific world structure
  2. Persistent object state architecture — ECS tracking object state as diffs from base world, tiered simulation fidelity by distance
  3. NPC simulation hierarchy — full AI near player, abstracted schedules at distance
  4. Interaction/animation system that makes touching objects feel authored rather than janky

Each is 2 to 6 months of concentrated effort with current AI assistance, trending shorter with model improvements.

Estimated Timeline

12 to 24 months of focused work with three coordinated Claude instances to produce a functional engine demonstrating both qualities at a credible level. Not a shipped AAA game, but a vertical slice proving the architecture works: a world section with Rockstar-level visual density where you can pick up every object, NPCs run schedules, and the state persists across sessions.

The Key Milestone

The vertical slice is everything. Once it works, scaling to a full game is a content and iteration problem rather than an architecture problem. Content production parallelizes well across AI instances.

Section 04The Game

The game trusts the player to be curious, and rewards them for it in proportion to their effort, without ever telling them what to be curious about.

Design Philosophy

Core Principle

The game trusts the player to be curious, and rewards them for it in proportion to their effort, without ever telling them what to be curious about.

This distinguishes it from every existing game. No one has combined all of these qualities.

Dwarf Fortress offers deep simulation but zero authored feel; stories happen accidentally. Disco Elysium has deep narrative and substance mechanics but isn't open-world or persistent. Kenshi says "you're nobody, find your own way," but it's all systems, no authored narrative. Baldur's Gate 3 delivers deep consequence and character, but not at open-world or persistent scale. No Man's Sky is vast and procedural, but shallow. No authored stories, no consequence.

The game is simultaneously deeply simulated and deeply authored, where the authored content is hidden inside the simulation rather than sitting on top of it.

Tonal Design: Life, Not Consistency

The game as a whole is intentionally tonally varied. Tonal consistency is an artifact of studios targeting specific vibes for specific crowds. This game rejects that by allowing the player's choices to dictate tone.

The mechanics enforce this naturally through three core constraints.

  • Finite time. The player character ages and eventually dies. You cannot do everything. Not because the skill tree limits your perk points, but because you will run out of life.
  • Closing doors. As soon as a character is created, most doors are closed. By the first hour of gameplay, the majority of storylines become inaccessible or highly unlikely. The player's behavioral patterns open specific paths and close others naturally.
  • Natural depth. Everything invites you to continue just a little deeper with the current thing. How you spend your time matters, and there's only so much you can do in a day.

The result: any one playthrough will have inherent tonal consistency, not because the world is consistent, but because the player's life is.

A skooma addict's game is dark and harrowing. A jolly helper's game is warm and sunlit. A sociopathic assassin's game is cold and nocturnal. A passionate geologist's game is contemplative and filled with discovery. Someone who jumps between everything gets a scattered, novelty-seeking experience, which is its own consistent tone.

Generational play. When a character dies, the player can create a new character, play as one of their children (who are their own person with their own traits, not a sculpted avatar), or potentially another NPC. The world persists. Work done carries forward. Properties, documents, research, all remain. But the new character is fundamentally different, and the tone shifts with them.

Story Architecture: Emergent from Behavior

Stories aren't quests you pick up. They emerge from behavioral patterns intersecting with authored potential.

Every bar, inn, outdoor market contains a handful of potential storylines as deep as the Skooma Stories concept. These storylines don't reveal themselves until the player's actions naturally lead to them. Spending every night in the same bar brings you close to certain characters and groups based on who you talk to and what you say. You can't be friends with everyone, because there's always someone who doesn't like everyone. Most players will never experience most storylines.

How narrative design solves the load problem

The Geology System

The geology of the game world is load-bearing for culture, economy, magic systems, and player progression. It is not a minigame bolted on.

Regional geology dictates everything: minerals, construction, lore, magic, technology, and culture.

Regional geology dictates what minerals are found in what abundance. It affects what is built in each region and how world lore plays out. Books reference ancient geological features that can be found in eroded or evolved forms in the present day. Differences in magic and technology depend on mineralogy, geothermal activity, and climate. Population cultures are shaped by geological resources and constraints.

Mining and Synthesis

Players can dig, though it's illegal in many places, enforced by druidic wizard beasts.

Materials rarely come out of the ground as pure minerals; variability in appearance, potentially procedurally generated. Pegmatites exist as rich finds. Most things are relatively hard to find; many are incredibly rare. Rare assets are never loaded into the engine until discovered, spawned locally upon digging, despawned after a set time if not collected.

Real synthesis is possible: combine raw minerals following real-world chemistry and practices to create new materials, including rare earth metal products. Combined with magic, this opens the door to magitech. Synthesis encourages consolidation of many different assets into far fewer, reducing load. Dropped items disappear over time through erosion or someone else picking them up.

Museums as load management

The Fossil and Paleontology System

Fossils include scans of real fossils, imagined ancestors of mythical species present in the game, and extinct species from the game's own evolutionary history, not from our world or any existing lore.

Identification requires actual scientific method: study the skeletal structure of modern species in-game, compare with partial fossil specimens, work with incomplete data and genuine ambiguity. No quest markers, no field guides, no instructions.

Literature as Unreliable Evidence

The game's texts are deliberately unreliable, mirroring real paleontological scholarship.

Some fossil species are documented in world paleontology texts, potentially with incorrect attributions or mixed species. Common books have creatures embellished and exaggerated over rewrites; less reliable but containing hidden environmental clues. Rare preserved diaries offer first-hand accounts with ancient names and sometimes real structural descriptions. Cave paintings, ancient artifacts depicting beasts pictorially or in translatable languages. Translation keys exist in the game; translating dead languages is as difficult as real ancient language translation. Maybe one NPC offers some insight. Otherwise, it's left for whichever player figures it out.

Advanced Possibilities

Late-game progression opens magitech genomics, potentially bringing species back from extinction.

Extremely difficult to access analysis tools. Potentially bringing species back from extinction, and releasing revived species into ecosystems, causing downstream ecological effects over time.

The Skooma Stories Precedent

The mod design document demonstrates the depth of human experience the game targets.

Neuropharmacologically accurate addiction mechanics with tolerance, dependence, withdrawal, and relapse triggers. The game never tells you you're addicted; you figure it out because your experience changes. Loss of player agency as addiction deepens: auto-steal, auto-aggression, blackouts. The game lies to you through suppressed stat displays in dens, hallucinated NPCs and quests. NPC addiction spread with cascading social and economic consequences. Perception-altering systems with weather, lighting, and color grading tied to internal state. Meta-game awareness through save manipulation detection and persistence across reloads. Multiple paths: recovery, dealing, redemption, failure, all equally developed.

The game never locks the door. Relapse is always one choice away.

This level of depth, applied to the storylines accessible at every social hub, is the standard. Not every story is about addiction, but every story has this degree of mechanical and emotional integration.

Read the full Skooma Stories document →

Broader Systemic Features

Astronomy

Real sky systems, potentially informed by actual astrophotography

Ecology

Interconnected ecosystems that respond to player actions over time

Economics

Regional economies shaped by geology, trade routes, and player disruption

Language & Scholarship

Dead languages, ancient texts, archaeological discovery

Aging & Mortality

Characters grow old, lose physical abilities, gain others; eventual death

Legacy Systems

Properties, documents, research, relationships carry forward across characters

Social Mechanics

Quantified relationships, reputation systems, NPC memory of player behavior patterns

Section 05The Production Model

Not 100 senior developers. Potentially 1,000 to 5,000 non-developer regular people who care deeply about something specific.

The Core Innovation

The game is not built by a traditional studio. It's built by one developer with a vision, an AI coordination system, and a distributed network of passionate contributors who are mostly not developers. The bottleneck in engine development isn't raw intelligence. It's coordination overhead and institutional memory. An AI system with persistent memory sidesteps all of that.

The AI Infrastructure

A multi-agent system of 5 to 10+ Claude instances with 100+ specialized roles.

  • Custom memory architecture built from neuroscience fundamentals, providing sustained coherent work across sessions and handoffs
  • 100+ specialized roles across development, project management, communications
  • Translation layer: converts domain expertise from non-technical contributors into game implementation
  • Communication style analysis: automatically adapts to individual contributor communication patterns
  • Handoff continuity: if a contributor leaves, the system carries full context for the next person

The Contributor Model

Not 100 senior developers. Potentially 1,000 to 5,000 non-developer regular people who care deeply about something specific. The contributor profiles are as varied as the game's systems.

The hobbyist astronomer posting photos every week for 5 years designs the sky or contributes astrophotography. The fossil nerds provide assets or take 360 photos of specimens from their collections. The podcaster writing scary stories does voice acting and writes in-world narratives. Modders who built the best geology or fossil mods for Skyrim. Indie game devs with niche focus who deserve more traction. Anyone whose "vibe is right," meaning they care deeply about their contribution area.

Contributors don't need game development experience, coding knowledge, design training, or understanding of the engine or AI system. They need deep passion for their area, willingness to put in work, and the ability to communicate about their area. The AI handles translation to implementation.

The Critical Role of AI as Integration Layer

Open-source contribution models work for code because code is modular with clear interfaces. Creative work usually isn't and doesn't. The AI system acts as the translator between "passionate amateur who knows everything about trilobite morphology" and "game engine that needs specific assets, data structures, and behavioral rules." The astronomy person doesn't need to learn UV mapping. They talk about astronomy, provide reference material, and give feedback. The AI handles implementation translation.

Compensation Structure

Profit-sharing based on standardized mathematics. A tier system incentivizing longevity and valuing contributions fairly.

Variables tracked include time spent working, value of work done (predefined valuation system), duration on the team (tier system incentivizing longevity), and total number of contributors adjusted by tier.

TierDurationBenefit
0< 3 monthsBase percent
13 monthsIncreased share
26 monthsFurther increase
312 monthsFurther increase
424 monthsFurther increase
536 monthsMaximum share

Founder reserves 50%; the rest is distributed through a transparent, adjustable system.

Tier bonuses and contributor shares come from the other 50% plus voluntarily ceded portions of the founder share. Work valuation follows a standardized mathematical evaluation accounting for time producing no output but high value, lots of output of low value, and high-value output that gets replaced. Valuation is sent to the contributor with both the calculation and descriptive rationale. A web app allows any variable to be adjusted on sliding scales showing real-time payout calculations.

Quality Assurance

Design consistency in mechanics and visual features is solvable through iteration, AI coherence, and editorial oversight. May be fragmented early but smoothable over time.

Tonal consistency is not a problem. Varied contributor passions don't create inconsistency; they create life. What might look inconsistent from the outside reads as meaningful depth from the inside, because each contributor's passion comes through in their domain.

Experiential quality testing by domain experts and random playtesters, not just the founder. Set someone up on a specific scenario, have them play through, gather feedback from geologists, aesthetics people, general playtesters.

Precedent for "Inconsistent" Passion Succeeding

Call of Duty Zombies: one developer's side passion project became more beloved than the main game for two full titles. Portal: one person's passion for a puzzle mechanic grew into Portal 2. Stardew Valley: pure solo passion project, zero certainty, became the 17th best-selling game of all time.

Section 06Why This Specific Founder

The throughline across all work is intrinsic motivation as an organizing principle. For learning, for play, for commerce, for collaboration.

The game requires someone who thinks about learning and discovery in a specific way, combined with the technical ability and design sense to execute it, combined with AI infrastructure capable of bridging vision and implementation at scale. This particular combination has not existed before.

Educational Philosophy Applied to Game Design

Four years of classroom teaching experience (K-12, mostly 4th through 8th). Neuroscience and neuropsychology background. Founded Roots of Reason: tutoring service built on Self-Determination Theory and intrinsic motivation. Demonstrated ability to identify what drives individual curiosity and create conditions for discovery rather than deliver instructions. The game's design philosophy is Roots of Reason applied to play.

Domain Expertise in Key Content Areas

Founded Lithorium: crystal and mineral business combining geological education with original mythology (Iridescia). Deep knowledge of mineralogy, geology, specimen identification. Understanding of fossil identification and paleontological methods. Natural intersection between educational content design and game world-building.

Technical Infrastructure

Custom AI multi-agent system built from neuroscience fundamentals. 100+ specialized roles, persistent memory systems, communication analysis. Demonstrated ability to produce $8,000 to $15,000 equivalent web development work at a fraction of the cost and time. System improves with every project completed, integrating knowledge across domains.

Human Infrastructure

Proven ability to absorb others' passions and serve their visions. Natural mediator and communicator across varied styles. Instinct for identifying passionate people and creating conditions for their best work. Teaching background means experience translating between experts and non-experts.

The throughline across all work is intrinsic motivation as an organizing principle. For learning, for play, for commerce, for collaboration. It's all one idea: making things that mean something, to someone, and sharing passion in a way that's contagious.

Section 07Valuation Scenarios

Games that deliver on "I can live in this world" don't stop selling. Skyrim is 14 years old. Stardew is nearly 10.

Comparable Data Points

Stardew Valley (solo passion project, farming sim): 50 million copies sold, ~$580M gross revenue, ~$170M estimated net to the developer. No microtransactions, no paid DLC, no corporate backing. Still selling 65,000 units per week nearly a decade after release.

Baldur's Gate 3 (mid-size studio, closest gameplay comparison): 20+ million copies sold by end of 2025, estimated $1.5B+ gross revenue on Steam alone. Larian's 2023 pre-tax profit was €249 million, a twentyfold increase from the prior year. Development cost ~$100M.

Skyrim (the game this most directly competes with conceptually): 60+ million copies sold over 14 years across multiple re-releases. Still selling. The game that defined the "I can just live here" open-world genre.

Scenario Modeling

Modest Indie Success
$15 - 40M
500K - 1M units at $30 - 40
Click for context

Comparable to a well-received indie RPG. Even at this floor, the engine IP and AI orchestration system have independent value as licensable technology.

Strong Breakout
$80 - 250M
2 - 5M units at $40 - 50
Click for context

The BG3 trajectory. Delivers on the hybrid promise well enough that word-of-mouth drives sustained sales. Engine licensing becomes viable. Community platform generates recurring revenue.

Genre-Defining Hit
$500M - 1.2B
10 - 20M+ units at $50 - 60
Click for context

The Skyrim/RDR2 outcome. Becomes the reference point for a new genre. Sells for decades. Engine becomes the standard for persistent open-world games. The long tail matters enormously here.

The long tail matters enormously here. Games that deliver on "I can live in this world" don't stop selling. Skyrim is 14 years old. Stardew is nearly 10. The genre-defining versions of this concept would sell for decades.

The Engine as Independent Asset

The global game engine market is projected to reach $12.84 billion by 2033.

The global game engine market was valued at $3.45 billion in 2024 and is projected to reach $12.84 billion by 2033. Custom engines currently account for 42% of all Steam revenue, but that share is declining as studios move to Unreal. The reason: maintaining a custom AAA engine costs $50 to $100M annually, and hiring for proprietary engines is nearly impossible.

A purpose-built engine solving the hybrid persistence/density problem occupies a niche that Unreal and Unity structurally cannot serve. Neither is architected for Bethesda-style object persistence at scale.

Combined Scenario Summary

AssetConservativeModerateBreakout
Game revenue (lifetime)$15 - 40M$80 - 250M$500M - 1.2B
Engine licensing (5 yr)$2 - 10M$10 - 50M$50 - 200M+
Orchestration system$1 - 5M$10 - 50M$50 - 200M+
Community platform$0 - 1M$5 - 20M$20 - 100M+
Total potential value $18 - 56M $105 - 370M $620M - 1.7B

Appendix AQuestions and Answers

Will passion contributors produce quality content?

Yes. Enderal (a total conversion mod for Skyrim built by passionate volunteers) won awards and is widely considered better than most commercial RPGs. The Forgotten City started as a Skyrim mod by one passionate creator and became a standalone commercial hit. Passion contributors with domain expertise, given proper coordination and quality filtering, consistently produce work that rivals or exceeds professional studio output in their specific areas.

Will players respond to this kind of game?

Baldur's Gate 3 sold 20M+ copies by delivering deep systemic interactivity with high production value, and it's not even open-world. RDR2 sold 60M+ copies on authored density alone. Skyrim is still selling 14 years later on exploration and freedom alone. Each of these games delivers part of what this game promises. Nothing delivers all of it.

Can a small team compete with AAA?

Stardew Valley: one person, 4.5 years, 50 million copies, tied with Call of Duty: Modern Warfare in lifetime sales. Among Us: three-person team, became one of the most-played games in history. Dwarf Fortress: two brothers, decades of development, commercial release became an instant hit. The pattern is clear: a focused vision with genuine depth, executed with passion, routinely outperforms hundred-million-dollar productions that lack those qualities.

Won't many contributors produce design inconsistency?

Design inconsistency (mechanical, visual) is real but solvable through iteration, AI coherence checking, and editorial oversight. It's a smoothing problem, not a structural one. Tonal inconsistency, however, is not a risk but a feature. The game's structure (finite lifespan, closing doors, natural behavioral depth) forces tonal consistency at the player level without requiring it at the world level.

Can coordination scale to hundreds or thousands of contributors?

The AI system is already designed for this. Each contributor gets their own instance with its own memory; all data aggregates into a master database. Communication styles are analyzed and adapted to. The system was built from the ground up for multi-agent coordination, not retrofitted onto it.

Appendix CWhat Doesn't Exist Yet

No existing game combines open-world scale with both visual density and systemic persistence, authored emotional depth hidden inside emergent systems, real scientific methods applied to fictional data, finite character lifespan creating natural tonal consistency, generational play with persistent world state, storylines that emerge from behavioral patterns rather than quest pickups, and a world where contributor passion is the content pipeline.

Dwarf Fortress

Deepest simulation

The gap

Zero authored feel

Disco Elysium

Narrative depth, substance mechanics

The gap

Not open-world, not persistent

Kenshi

Player agency, indifferent world

The gap

No authored narrative

Baldur's Gate 3

Consequence, character depth

The gap

Not open-world, not persistent

No Man's Sky

Vastness, procedural generation

The gap

Shallow, no authored stories

Skyrim

Open world, exploration, quantity

The gap

Visual density, NPC depth

RDR2

Visual density, authored feel

The gap

Shallow interactivity, no persistence

Stardew Valley

Passion-driven, deep systems

The gap

Not 3D open-world scale

Appendix DThe Underlying Philosophy

"Passion is nothing alone, it's something to be shared."

The game, the engine, the production model, and the founder's existing businesses are all expressions of a single principle: intrinsic motivation as an organizing force.

  • Roots of Reason: Kids learn when curiosity leads them somewhere real.
  • The game: Players experience meaning when curiosity leads them somewhere real.
  • The production model: People do their best work when their passion is genuinely valued.
  • Lithorium: A piece of basalt, seen through the eyes of 40 curious fifth graders, became a museum, a mythology, and a business.

The game is the medium large enough to hold all of it at once. Its purpose is not to be a game. Its purpose is to fund and prove the philosophy that drives everything else. A world where passionate work, followed through, persists.

The Engine · Design Document v0.1 · February 2026