We think AI can enhance the human element in art, not replace it. Most people fixate on what’s lost, but we’re exploring what’s possible.
Our animation workflow looks something like this:
Working intentionally within 2012-era tools like Adobe Flash CS6.
Using AI to interpolate rough frames and redraw them manually to speed up frame-by-frame animation without losing its charm.
Hand-drawing keyframes, backgrounds, and characters, then using AI as a transformation layer — not a crutch.
Combining AI with rigged 2D puppets and scripted characters, and planning to open-source project files to teach others.
We’re inspired by classic Disney and traditional hand-drawn animation, but we aren’t nostalgic purists. We want to make things that feel handcrafted, but faster, weirder, and scalable by one person with the right pipeline.
We’re working toward an open-source revival of FusionFall, complete with custom content, PvP, crafting, and detailed documentation of the game’s client-server architecture, but that’s just one part of what we do.
We’re also building a creative pipeline that blends early-2000s digital art with modern tools like AI, making hand-drawn animation and small-team game dev viable again.
Studying C++ and network infrastructure to document and rebuild MMO servers from the ground up.
Working in Unity 2.x, where we can now build fully custom asset bundles — unlocking new gameplay, zones, and mechanics.
Reverse engineering legacy clients using C# and .NET to inject new classes, patch behaviors, and enable modding.
Designing 3D models, textures, rigs, and animations for rapid custom asset production and content updates.