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Automation Forge

The company

Kovati.

Kovati builds production infrastructure for PlayableOps. Automation Forge is its Unreal Engine ecosystem — a small, independent team, shipping every plugin into its own game before anyone else sees it.

What we are

Everything here was built by the people you can email.

Kovati is a new company with an old habit: build the tool, then use it on something real before asking anyone else to. We are not a large team, and everything on this site — the plugins, the documentation, the site itself — was built by the people you can email directly.

We are also building a game, Colony Origins. It is where every plugin lands first, and the last place a pipeline has to hold up before we publish it.

Who is behind it

One company behind it.

MetaWorx LLC founded Kovati and holds the intellectual property and the business, and the cloud the account service runs on is its own. Kovati is the brand everything here is published under.

No other company has a stake in Kovati or a role in running it. Saying so plainly costs nothing, and it is the kind of thing a new company should be specific about.

Where the data actually lives, and which entity is responsible for it, is on the privacy page — because that is a legal fact rather than a branding one.

Who is doing this

Bojan Andrejek

Founder. He writes the plugins, the documentation, and most of this site. Thirteen years in filmmaking before seven in tech — which is most of the reason this is a manifesto about performances and playtests rather than about throughput.

Before Kovati he co-founded Blackcode SA, a Swiss studio in luxury, medical and consumer tech, where he was CTO, and its sister company AIOS Companion SA, whose agentic desktop assistant — more than 2,700 MCP integrations — is his work. In October 2026 he left both to work on Kovati full time.

Unreal Fest Stockholm 2025

Speaker — Digital Watchmaking: real-time 3D configurators for luxury.

Unreal Authorized Instructor

Three times over, with the Golden Badge. · Verify

Unreal Fellowship

Alumnus, and a mentor since. Novi Sad programme, with 3Lateral.

The Unreal Fest Stockholm 2025 talk, on Epic’s own channel — the luxury configurator work where a lot of the pipeline thinking came from.
An Epic Games spotlight from the Storytelling Fellowship, published on Bojan’s own channel. In Serbian.

Why we were early to this

A protocol built before there was one.

Before Anthropic published the Model Context Protocol, Bojan and his team at AIOS Companion were building their own equivalent — a protocol for letting a model drive real software. They dropped it the day MCP appeared, because a shared standard beats a better private one, and the assistant they built went on to more than 2,700 MCP integrations.

That is the same reflex behind this project. Build on the seam the platform gives you. Unreal 5.8 shipped an agent surface and a toolset registry; we build natively on those rather than bridging to an external tool, and we publish the conventions instead of keeping them.

Colony Origins

Every pipeline lands in a real game first.

Colony Origins is the project all of this is built against, and it is why the claims on this site are things we have run rather than things we have benchmarked. A tool that has only ever been run on its own test case is a demo.

It is a first-class consumer of the roadmap rather than something that happens in the gaps: what the game needs next decides which pipeline gets built next. That is also the honest reason the sets exist in the order they do.

COLONY: New Eden — the concept trailer, made during Epic’s Storytelling Fellowship. A work in progress, and shown as one.

Follow the work

Everything open is in one place.

The open plugins, the hub and the command line are published under one GitHub organisation. GitHub lets you follow an organisation but only lets you star a repository, so if you want one thing on your list, make it the hub — it is where releases land for every set.

Bojan is on LinkedIn if you would rather follow a person than a release feed. Most of what gets written up long-form ends on the release notes first.

Work with us

Three things studios hire us for.

Integration

Putting this into a studio’s existing pipeline, against the tools and the source control they already have.

Custom adapters

Writing a generator adapter against a studio’s in-house models, behind the same provider interface everything else uses.

Training

Teaching a team to build agent surfaces on UE 5.8 properly — the conventions, not the demo.

For any of it, or for anything else on this site — bojan@kovati.dev.