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Case study 02 · AI product innovation

Oathsteel + Conjure

A UE5 action-combat MMORPG: a faction war between the Crimson Dominion and the Ashen Concord, with the Shrouded caught in between.

Role
Product architecture, UX/UI, AI-assisted build
Studio
Vangward
Engine
Unreal Engine 5
Status
In development
Oathsteel key art: three warriors from the game's factions

The game

A third-person action-combat MMORPG with eight lineages and builds defined by the weapons you carry. A game this size needs hundreds of characters, creatures and objects, so we built a tool to make them.

Conjure, the asset workshop

Conjure takes every Oathsteel character, creature and object from idea to game-ready.

Our in-house tool. I designed its product architecture and UX/UI and co-developed it with AI-assisted tools. Each asset gets its own page and climbs a ladder of rungs.

The rung ladder

  1. 01Brief & lore
  2. 02Concept art
  3. 03Mesh
  4. 04Rig
  5. 05Animation
  1. Forge · Echo · Atlas

    Generators that produce concepts, variants and reference sheets for each rung.

  2. Inbox

    Everything waiting on a decision, like a concept roll or a lore change.

  3. Library

    Shared rigs and skeletons, so the wolf and other creatures reuse them.

  4. Review frame

    Mark up a result and ask Claude to revise it.

  5. Mixer

    Blends and edits animation clips on the Animation rung.

  6. Brief view

    An asset's design brief, at a glance.

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