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Empire Engine Editor

Coming soon · Engine pathway

Empire Engine Editor

Empire Engine Editor is the studio’s owned engine and in-engine Maker for authoring and shipping our own titles. Editor, Animator, and Rigger live in one process with play. You write worlds from code using LPCA — Layered Procedural Construction Approach — and PBR, physically based rendering: metal, roughness, and light as materials. The product is Empire Engine Editor. The pathway is Engine. This is not the older three.js editor.

Cold start is the Project Hub: name a title, open a JSON anywhere, or pick the Engine library. Create & open Maker puts you in the same process as play. Fit Studio and Agents sit on that desk. File → Ship player package packs a player without the Maker shell, Fit, or Agents.

Live capture

Two projects, one Maker

Only the open project is in memory. The clips below are two different saves: a city scene, then a ship on purple terrain. Workshop, Inspector, Play, and console stay on the same desk.

City project

Ship project

City project in the Maker — aircraft over the mall
City project
City project — colonnade and stairs in the Maker
Colonnade
City project — close on a building in the Maker
Close
Ship on purple terrain in the Maker
Ship project
Ion spark structure in the Maker viewport
Spark
Orbiting the ship in the Maker
Orbit
Empire Engine Editor mark

What you open

Project Hub, then Maker

New Project takes a name and a folder on disk. Open JSON anywhere or Recent for full paths. Engine library lists sample saves. Play in editor uses the same renderer as edit. Shipped players use a separate player package with no Maker chrome.

Live capture

Project Hub

Empire Engine Editor Project Hub, captured from the running Maker

LPCA

Layered Procedural Construction

Research the real object first. Start with the coarsest form. Add layers. Tune metalness and roughness. The same method covers a capital, a pistol, a tree, and a walk cycle. Prefer recipes in code over imported mesh as the primary path.

Editor

Hub, scene, materials, live preview. Orbit, gizmos, play on the terrain you just grew. PIE — play in editor — is the same Vulkan renderer.

Animator

Motion as another LPCA stack. Profiles and clips instead of a mystery timeline.

Rigger

Joints and grips for characters. Pose data that stays code-reviewable.