Build the first-person production space.
The location needed to support crafting, movement, storage, player orientation and future interaction density.
Case study
Skein Arcane is a first-person workshop management game about a former soldier running a temple workshop in a war-torn world. The player builds weapons from damaged modules, sends soldiers on expeditions, manages faction orders, buries the dead and uses souls to grow the workshop.
Production story
The location needed to support crafting, movement, storage, player orientation and future interaction density.
Naming, mesh prep, material rules and import constraints were defined so new objects could fit the same production language.
Reusable shader and material logic gives the team room for factions, props and mood changes without rebuilding every asset by hand.
Crafting, expeditions, cemetery progression and faction identity were kept together as a production map instead of separate feature islands.
Programmer, character, weapon, animation and audio contributions are framed by clear ownership boundaries and team-facing constraints.
The current state is presented as direction, systems and pipeline evidence, not as a finished-product claim.
Systems Design Breakdown
Skein Arcane was designed as a systems-heavy first-person workshop management game about building weapons, managing soldiers, working with factions and using the dead as part of the base economy. The design challenge was to connect crafting, expeditions, faction reputation, cemetery management and workshop progression into one readable player loop.
The system design process started with the workshop as the physical hub: define what the player does each day (accept orders, craft, send squads, bury the dead), then map how each action affects resources, reputation and long-term progression. Faction relationships, expedition rewards and soul economy were designed as interlocking loops that feed back into the workshop, creating tension between short-term survival and long-term investment.
Main Design Challenge
The main design challenge was to make several complex systems feel connected instead of separate: modular weapon crafting, faction orders, expedition rewards, soldier progression, burial, souls and workshop upgrades. The player should not feel like they are interacting with isolated menus. Each system should feed another part of the loop: weapons support soldiers, soldiers bring equipment and bodies, bodies create souls, souls improve the workshop, and the improved workshop allows the player to take stronger orders and riskier expeditions.
The key design question was: how can a management game about war profit still create emotional weight and long-term player attachment?
The core loop connects workshop work, faction demand, expeditions and cemetery economy.
Soldiers and faction representatives create demand for weapons, equipment, rest spaces and specific item orders.
The player repairs, cleans, disassembles and assembles equipment from found modules and damaged items.
Recruited soldiers can be equipped and sent on risky expeditions to bring back gear, modules, resources and bodies.
Bodies brought back from expeditions can be buried near the dead tree, generating souls and affecting the cemetery economy.
Souls, reputation and resources unlock better workstations, altar improvements, new expedition opportunities and stronger production options.
Deals, burials and orders increase reputation, unlock artifacts and create new strategic choices.
Designed a system where weapons and equipment are manually assembled from damaged, faction-themed modules instead of being treated as finished items. Modules define the final item value, quality, rating and visual identity.
Designed factions as gameplay forces, not only lore groups. Each faction creates demand, affects reputation progression and connects to specific weapon types, rewards and long-term player choices.
Designed the expedition layer where recruited soldiers can be equipped, assigned and sent to risky locations to return with equipment, resources and bodies.
Designed the cemetery as a resource system where burial creates souls, graves generate passive income and body properties affect payout, timing and long-term value.
Designed workshop growth through workbenches, altar upgrades, construction, beds, automation and improved production capacity.
Designed personal progression for soldiers through reputation, identity reveal, rank, value changes and the possibility of inviting them to stay in the cathedral.
Modular Weapon Crafting
When working on modular weapons, I focused less on the number of possible combinations and more on the decision at the bench. The player should understand why they pick one part over another: value, quality, faction style, order requirements, or the risk of wasting a rare module. I used the module structure to make each crafted weapon feel like a result of current resources, not just a cosmetic variant.
The system was designed to support both gameplay and visual variety. The same weapon type can look significantly different depending on the selected modules, with rough asymmetry, broken geometry, improvised repairs and ritual or faction elements.
Faction & Reputation Design
Faction progression was designed as a long-term structure for the game. The player can trade with different groups, complete deals, bury soldiers and increase reputation. Reputation unlocks artifacts and new possibilities around the altar, cemetery and workshop.
Disciplined military force. Heavy orders, structured warfare and a unique machine-gun direction.
Hidden clans. Rifles, secrecy and survival outside the central conflict.
Fanatics led by a prophet. Flamethrowers, ritual pressure and extreme belief.
Cemetery / Souls Economy
The cemetery system connects the emotional theme of the project with gameplay economy. Bodies brought back from expeditions can be buried near the dead tree, generating souls as both an immediate reward and passive income over time. Burial points, root connections, faction combinations and body properties create a management layer around the graveyard.
The system was designed so the player workshop growth depends not only on sales and crafting, but also on how they treat the dead. This supports the central theme of the project: surviving through war while deciding whether to continue feeding it.
Technical Challenge
A large simulator needs many objects, variants, factions and environment pieces. Without production rules, the project becomes inconsistent and hard to scale.
Define asset rules, reusable materials, shader coverage, import structure and Nanite / Lumen-aware constraints before adding more content.
The team gets a scalable visual-production base that can support more content across multiple collaborators without losing clarity.
Project takeaways
What Skein Arcane demonstrates through the work itself.
I designed interconnected systems for modular crafting, faction orders, expeditions, cemetery management, souls economy, reputation and workshop progression.
I shaped the project vision, core fantasy, player loop, tone, visual direction and the relationship between mechanics and theme.
I coordinated a larger small team, wrote tasks and documentation, reviewed work, gave feedback and kept design decisions aligned with production reality.
I supported implementation planning, asset integration, visual assembly and technical constraints so the project could be built as a real UE5 production, not only a design document.
The project involved a core programmer, composer, 2D concept artist and two 3D artists. My role was to connect their work through clear direction, references, feedback and production goals.
Next step
If your team needs someone who can connect design goals, technical constraints and in-engine execution, I can bring this experience into your project and help turn complex production tasks into structured, playable results.