One SKU. One hundred thousand. Same headcount.
A fully automated, high-quality software pipeline. Source assets in, game-ready meshes out. Every asset is QA'd against a deterministic checklist before it lands in the catalog. Humans review only edge cases.
01 Source ProductPhysical Capture
02 Mesh GenerationAutomated Pipeline
03 In-Game PlacementLive Economy
Deterministic, auditable, fast.
Ingest
Photos, CAD, tech packs, Shopify SKUs. The pipeline accepts whatever the partner has.
Generation
Automated mesh generation with LODs, PBR materials, and collision geometry.
QA gate
Poly budget, UV sanity, texture resolution, collision validity, naming, license tags. Deterministic.
Licensing
Provenance and rights stamped per asset. Royalty splits attached at the asset layer.
Publication
Platform-specific exports. GTA V, GTA VI, FiveM, plus extensible to other engines.
The QA checklist.
Every mesh runs an automated gate before it ships. Deterministic — same input, same verdict. Auditable — every check has a logged outcome.
- POLY_BUDGET_LOD0PASS
- POLY_BUDGET_LOD1PASS
- POLY_BUDGET_LOD2PASS
- UV_OVERLAP_SCANPASS
- TEXTURE_RES_PBRPASS
- NORMAL_MAP_PARITYPASS
- ROUGHNESS_RANGEPASS
- METALLIC_RANGEPASS
- COLLISION_VOLUMEPASS
- COLLISION_CONVEXPASS
- NAMING_CONVENTIONPASS
- LICENSE_TAGSPASS
- ENGINE_EXPORT_GTAPASS
- ENGINE_EXPORT_FIVEMPASS
- ASSET_HASH_LOGGEDPASS
- PROVENANCE_STAMPPASS
Scale without a linear increase in headcount.
The economics only work if the pipeline does. It does. From a single SKU to a hundred thousand, the cost-per-asset trends down — not up.
Talk to engineering