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

Coming soon · Engine pathway
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
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







What you open
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

LPCA
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.
Hub, scene, materials, live preview. Orbit, gizmos, play on the terrain you just grew. PIE — play in editor — is the same Vulkan renderer.
Motion as another LPCA stack. Profiles and clips instead of a mystery timeline.
Joints and grips for characters. Pose data that stays code-reviewable.