Skip to content
Automation Forge

Unreal Engine 5.8

The game you cannot playtest is the game you never make.

AI made output cheap. Making a game did not get easier.

Windows 10 or 11, 64-bit · Unreal Engine 5.8 · Free on your own hardware. Open where it counts.

01

Make it playable.

02

Keep it traceable.

03

Graduate it deliberately.

04

Replace it safely.

The gap

A mechanic described is not a mechanic felt.

A design document can say “inject the stimpack”. On screen that verb is a small production — and until enough of it exists, nobody can answer the only question that matters.

The motion faces the wrong way. The hand misses the prop. The mesh has no collision and the wrong real-world scale. A new generation fixes one thing and quietly breaks another, and nobody remembers what produced the version the game already uses. That distance is the playable gap.

The playable gap: what a design asks for, what a model returns, and what a game needsON PAPERA GENERATED CANDIDATEA PLAYABLE OPERATIONInject stimpackA four-second clipTarget skeleton · prop alignment · montage slotgameplay notify · timing · blend · ability bindingOpen airlockA door animationAccess state · pressure checks · sequence timing · audiointerruption rules · an observable eventPlace a crateA textured meshCollision · lightmap UVs · Nanite policy · real-world scalefloor pivot · safe regenerationthe playable gap
The third column is the work, drawn wider because that is the honest proportion. It is also the part no generator returns.

Generated, recorded or authored — every candidate enters the same production lifecycle.

Closing it is what Automation Forge is for — the first implementation of PlayableOps. Motion, voice, faces, meshes and surfaces become candidates you can review, place on the right target, trace back to what made them, and replace safely when the real work arrives. The whitepaper makes the full case.

Recorded in the editor.

No cuts to hide a wait.

One written dialogue, three characters across two face standards, and no line re-authored: voices, faces, a director’s note, a script change, a recorded performance and a German version — in a single sitting inside Unreal 5.8.
The same tools, driven by an agent instead of a person: it authors the quest, the dialogue, the voices and the faces, and everything it makes lands in the project as ordinary Unreal assets.

Where we sit

The bottleneck is the wait, not the talent.

The wait between deciding something and being able to play it is where an early game loses its months — the weeks between a design and the animation, the voice and the face that have to exist before anyone can tell whether it works.

We sit in the gap between a decision and the playable version of it, and we make that gap smaller. Everything here assumes the pipeline you already have and adds throughput to it. Automation does the work; people own the decisions.

The landscape this replaces is divided: one model per modality, one format per model, a manual step between every pair, and none of it built to be automated. Automation Forge is one harness over all of it — providers pluggable, costs known before they are spent, local where you have the hardware — built for you and for the agents working beside you.

The bet is not that generated assets are good enough to ship. The bet is that a game which has been played for six months before its first real asset is authored is a better game.
Automation Forge — the whitepaper

Three ways in

Prototypefor everyone

Generate what the prototype needs so the thing gets played this week rather than next quarter. Animation, voice, faces and montages, in the editor, from a written description.

Shipfor indies

Some of it ships. The engine tooling has no generation in it at all — montages, weight remapping, the pipeline executor, the ledger — and is ordinary production code. Of the generated content, the triage is explicit: many VO lines, subtitles and secondary gestures never need replacing.

Throughputfor studios

Every asset in the production, accounted for — what it cost, who approved it, where it landed, whoever made it. Lines, takes, approvals, and a production brief precise enough to hand a mocap house. A studio that never generates a single asset can still run this as a VO and mocap tracker with a clean path into Unreal.

Trinity Architecture

Two users. One surface.

Software has always had two sides and one connection: the software, and the human, joined by an interface built for a person. A second user has appeared in that relationship and it is a machine — not a script driving a UI made for someone else, but a genuine consumer with its own needs and its own failure modes.

So we design for a triangle. Every operation lives on a typed subsystem; the editor UI is a thin layer over it and the agent toolset is a different thin layer over the same thing. Neither contains logic, so neither can drift. If a function needs a widget to work, the design is wrong.

interfacetoolsinstructionSoftwareone typed surfaceHumana thin client over itMachinea different thin client, same surface
Building for the machine user produced a better API for the human one — idempotent, non-blocking, typed, and costed before it commits. We did not set out to improve the human experience by serving the machine. That is simply what happened.

Read Trinity Architecture →

The family

8 sets, 34 plugins.
Free on your own hardware. Open where it counts.

8 sets, one pipeline — and more on the way.

Motion is where the suite began, not where it ends. Motion, voice, faces, meshes recorded performance and surfaces ship today, and ArtForge is the layer above them. Every set runs through the same providers, the same ledger and the same pipelines, whether a person is driving or an agent is.

Coming

ArtForge

The creative direction layer.

One versioned style source — palettes, references, rules — that every other Forge generates against, so a thousand generated assets read as one game instead of a thousand prompts.

Nine steps in, the run holds.

Amber means a person decides.

Leave it running. It stops exactly where you said.

An automated run does what you told it and nothing else. It prices the work before committing, skips everything it has already done, and holds any decision a machine should not make — the run suspends, and waits for you. That is what makes it safe to wire 8 sets together and walk away.

PlaceholderVideo: a production pipeline, mid-run — steps cached, costs totalled, one gate holding for reviewAsset A1 — real pipelines, built together and captured. Replaces the AFP_GateProof test shot (P2).
A pipeline run in the editor: what executed, what was skipped, what it cost, and the one step waiting on a person.

Measured

Numbers we took ourselves.

Every figure on this site came off a run in our own project — one per capability, so the whole proposition fits in a row: a playable scene costs minutes and cents, and running it again costs nothing.

~14 splaceholder

a motion take, prompt to clip

A fresh prompt to a finished clip on the character you paired, locally on your own card. The prompt encoder is the slow part and needs bf16: on an older CPU without it, a new prompt takes minutes rather than seconds, and re-using a prompt skips that cost entirely.

$0.35placeholder

a 95-line scene, fully voiced

Ninety-five lines voiced from scratch on a hosted provider, character-level timing attached.

1 : 2placeholder

face solve time to audio length

One second of solve per two seconds of audio, locally on CPU, with no account. On a GPU through Audio2Face-3D it is about 1 : 4 end to end.

$0placeholder

a second run over an unchanged project

The ledger knows what it already made. A re-run executes nothing and spends nothing.

Coming

The web workspace. Paid per seat.

Kovati Pro

Your content team is bigger than your Unreal team. Pro is a web workspace for the writers, narrative designers and VO directors who own the words and the performances: they write, generate takes, direct and approve in a browser — and approved work lands in the project correctly wired, the next time a developer syncs.

The first thing it does is the thing nobody else does: hear and watch a scene play before Unreal is involved at all.

And when the design settles, Pro turns what your team kept into a production brief — the exact list your VO studio and mocap house record against, delivered through the same workspace, tracked in the same ledger as everything generated.

Join the Pro waitlist

Opens a message to bojan@blackcode.ch. One email when Pro opens its doors. Not a newsletter.

What Pro will do, in full →

Start here

Start with the plugins. Free on your own hardware.

The suite installs free and runs complete on your own machine — motion on your GPU or a rented card, speech on your own provider account, faces and montages on the CPU you already have. Open source where it counts. And when the team outgrows one seat, Pro is the same pipeline with everyone in it.

Get release news

Opens a message to bojan@blackcode.ch. One email when something ships. Not a newsletter.