Case study

Skein Arcane

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.

WIP team project Systems design Technical art pipeline UE5 / Blender / Figma
Environment flythrough captureWorkshop space, lighting, density and mood in motion.Environment flythrough capture
StatusIn development
PeriodStarted at the end of 2024, paused during «Cold Engine» demo work, active again after scope review. 14 month in total
TeamFree-time team project with technical artist, couple of 3d artists, and a composer + myself :)
My roleGame Director, Systems Designer, UE5 Prototyper, Production Lead
ToolsUnreal Engine 5, Blender, UE5 material shader graph, Figma, Substance Designer and more
Key challenges Production pipeline, design documentation and task briefs, technical constraints, optimization and performance control

Production story

A project that proves the feasibility of implementing even the most ambitious ideas and systems


01 / Workshop blockout

Build the first-person production space.

The location needed to support crafting, movement, storage, player orientation and future interaction density.

Workshop blockout frameSpace scale, routes and interaction zones.
02 / Asset rules

Make the world scalable before adding more content.

Naming, mesh prep, material rules and import constraints were defined so new objects could fit the same production language.

Asset rules diagramRules for meshes, materials, naming and Unreal import.
03 / Material pipeline

Support variation without losing control.

Reusable shader and material logic gives the team room for factions, props and mood changes without rebuilding every asset by hand.

Material pipeline frameShader variants, material instances and optimization limits.
04 / Systems proof

Connect workshop actions to the wider fantasy.

Crafting, expeditions, cemetery progression and faction identity were kept together as a production map instead of separate feature islands.

Systems proof diagramCrafting, expeditions, cemetery and faction logic.
05 / Collaborator handoff

Keep outside work understandable.

Programmer, character, weapon, animation and audio contributions are framed by clear ownership boundaries and team-facing constraints.

Collaborator handoff frameTeam-facing notes, asset readiness and ownership split.
06 / WIP presentation

Show the project honestly while it is still growing.

The current state is presented as direction, systems and pipeline evidence, not as a finished-product claim.

In-engine WIP captureWorkshop mood, asset density and playable direction.

Systems Design Breakdown

Designing a workshop, faction and soul economy around modular weapons.

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

Connect workshop management, war economy and human cost into one system.

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?

System connections diagramWorkshop, expeditions, cemetery and faction economy dependencies.System connections diagram

Core Loop

The core loop connects workshop work, faction demand, expeditions and cemetery economy.

1. Receive Orders / Visitors

Soldiers and faction representatives create demand for weapons, equipment, rest spaces and specific item orders.

2. Prepare Equipment

The player repairs, cleans, disassembles and assembles equipment from found modules and damaged items.

3. Send Squads on Expeditions

Recruited soldiers can be equipped and sent on risky expeditions to bring back gear, modules, resources and bodies.

4. Bury the Dead / Gain Souls

Bodies brought back from expeditions can be buried near the dead tree, generating souls and affecting the cemetery economy.

5. Upgrade the Workshop

Souls, reputation and resources unlock better workstations, altar improvements, new expedition opportunities and stronger production options.

6. Progress Through Factions

Deals, burials and orders increase reputation, unlock artifacts and create new strategic choices.

Systems Designed

Modular Weapon Crafting

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.

Faction Orders & Reputation

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.

Expeditions & Squad Management

Designed the expedition layer where recruited soldiers can be equipped, assigned and sent to risky locations to return with equipment, resources and bodies.

Cemetery / Souls Economy

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.

Workshop Progression

Designed workshop growth through workbenches, altar upgrades, construction, beds, automation and improved production capacity.

NPC / Soldier Progression

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

Weapons as consequences of available resources.

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.

Modular weapon exampleModule breakdown, attachment points and visual variation.Modular weapon example

Faction & Reputation Design

Factions as gameplay forces, not only lore groups.

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.

Militarists

Disciplined military force. Heavy orders, structured warfare and a unique machine-gun direction.

Hermits

Hidden clans. Rifles, secrecy and survival outside the central conflict.

Cultists

Fanatics led by a prophet. Flamethrowers, ritual pressure and extreme belief.

Faction identity boardVisual differences and gameplay identity of the three faction directions.Faction identity board

Cemetery / Souls Economy

A resource system built around burial, memory and profit.

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.

Cemetery economy diagramBody flow, burial, soul generation and income loop.Cemetery economy diagram

Technical Challenge

Asset pipeline and technical constraints for a larger team.

Problem

A large simulator needs many objects, variants, factions and environment pieces. Without production rules, the project becomes inconsistent and hard to scale.

Decision

Define asset rules, reusable materials, shader coverage, import structure and Nanite / Lumen-aware constraints before adding more content.

Result

The team gets a scalable visual-production base that can support more content across multiple collaborators without losing clarity.

Asset pipeline diagramBlender to Unreal, naming, materials, shaders, optimization and team handoff.Asset pipeline diagram

Project takeaways

Project Takeaways

What Skein Arcane demonstrates through the work itself.

Systems Design

I designed interconnected systems for modular crafting, faction orders, expeditions, cemetery management, souls economy, reputation and workshop progression.

Game Direction

I shaped the project vision, core fantasy, player loop, tone, visual direction and the relationship between mechanics and theme.

Production Leadership

I coordinated a larger small team, wrote tasks and documentation, reviewed work, gave feedback and kept design decisions aligned with production reality.

Technical / UE5 Awareness

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.

Collaboration

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

Want the full breakdown?

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.