The Pipeline

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 Product01 Source Product

Physical Capture

02 Mesh Generation02 Mesh Generation

Automated Pipeline

03 In-Game Placement03 In-Game Placement

Live Economy

Five stages

Deterministic, auditable, fast.

01

Ingest

Photos, CAD, tech packs, Shopify SKUs. The pipeline accepts whatever the partner has.

02

Generation

Automated mesh generation with LODs, PBR materials, and collision geometry.

03

QA gate

Poly budget, UV sanity, texture resolution, collision validity, naming, license tags. Deterministic.

04

Licensing

Provenance and rights stamped per asset. Royalty splits attached at the asset layer.

05

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