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THE VISION

This world is already being build—and this is what defines it.

DWARVENKIND is an in-development, indie First-person RPG targeting a public demo release in 2026. It is designed as a complete game—built to stand on its own. Every system is shaped by one goal: delivering a tight, self-contained experience that could actually ship.

I chose it because it works on its own. It’s ambitious—but focused, sustainable, and within reach.

From the game itself, through asset packs to public presence, every part of this project is designed to build toward something real—

I'm building a world worth exploring—and a system that can support that world.

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ROADMAP

The next major milestone is a self-contained in-house build—one hand-tuned procedural level with random variation, traversable terrain, working AI, a puzzle gate, loot, hazards, extraction, and failure through depletion, combat or misplay. Most of the core already exists as isolated systems.

Current task: making it all run as one—an end-to-end loop:

MAY-JUN 2025

AUTHORING THE CAVERN TILESET

Procedural mesh-based floor and wall tiles using displacement, modular edge geometry, and layered shader detail, leveraging UE's Nanite. Focus is on variation, performance, readability and identity.

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JUL 2025

PROC-GEN EDGE CASES

Handle tile mismatches, visible seams, branching joins, and spline logic breakdowns. Ensures every layout is playable, regardless of seed complexity or corner geometry.

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JUL 2025

PROC-GEN
L1 VERTICALITY

Add basic height variance via ramps, drops, and cross-connections. This isn’t parkour—just enough slope and segmentation to push traversal without jump mechanics.

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AUG-SEP 2025

DYNAMIC HAZARDS
LOGICAL PUZZLES

Introduce rotating spikes, breakaway floors, and basic logic-gate puzzles (e.g. switch, torch, pressure plates). Nothing complex—just enough to require thought under pressure.

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SEP 2025

MAGELIGHT SPELL
(player navigation)

Refine the current low-cost utility spell that reveals nearby terrain and routes through darkness. This will be the primary tool for orientation and minimal backtracking—doubles as light source.

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OCT-NOV 2025

PERSISTENCE
AND EXTRACTION

Implement teleport extraction, loot marking, and reward evaluation. Add rest mechanics and long-term resource systems (Health and Exertion). Track persistent player state (game save).

Once this internal build holds together, the goal is simple: get it into players' hands.

That won’t happen overnight—there’s still more to build. But after this milestone, the core loop is proven. From there, it’s about expanding, refining, and getting it ready to share.

This is what’s planned. If you want to see what’s already been built, the dev timeline has the full record.

ROADMAP

ONE DEV. By Design.

I’m currently building this project on my own—from concept and design to systems, visuals, and code. Everything in the game so far has been handcrafted by me.

Working solo at this stage keeps the process lean and focused—it’s a deliberate choice to keep the process cohesive, and fast-moving. It helps me keep a clear line of sight across every system, so I can ensure they’re stable, scalable, and built to last. Every other loop, concept, or system I’ve imagined lives in its own box, saved for later—so this one can be finished, refined, and brought to life without compromise.

My approach isn’t about reinventing the wheel—it’s about making sure the wheel actually fits the cart.

That's why avoided using asset packs—not because I’m trying to prove anything, but because the assets I need just don’t exist. The game calls for precise scale, a consistent visual style, and full control over how materials and behavior interact. If the right assets were out there, I’d use them. They’re not—so I build them.

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WHERE I COME FROM

I don’t primarily see myself as an artist—though there’s art in what I do. At heart, I’m a systems designer. A problem solver. And a gamer. That perspective shapes everything I build.

Before this project, I spent years in industries like automation, security, and infrastructure—fields where systems had to work together, and where failure had real-world consequences. Whether it was integrating thousands of hardware and software endpoints or deploying live systems in high-stakes environments. I learned how to think systemically, and build with purpose.

The biggest thing I took from that world? People make systems unpredictable. Whether it’s users or the team around you, the human variable is always the wild card. And when it comes to solutions, ...

... the one tech who chooses to be there is worth twenty who are just clocking in.

I always tried to be that tech. That mindset took me from support roles to leading projects.

And with that same level of care, commitment, and systems-first thinking,

I’m choosing to build something of my own.

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WHY NOW

This isn’t a sudden decision. I didn’t wake up in 2024 and decide to make a game—I’ve been working toward this for over a decade.

Ten years ago, I had a rough idea of what kind of game I wanted to build. But I knew I wasn’t ready to do it justice yet. So I set out to learn—not just tools, but the thinking behind systems that work. I started small. An old laptop, a Blender tutorial, and a lot of late nights.

That journey led me into systems design, automation, and eventually leadership roles. I worked with Unreal and Blender in real-world production—not for game content, but for pipelines, tools, and structure. Piece by piece, I built the skill set I’d need to bring this project to life the right way.

I didn’t just build this skill set on the job. I built it after hours—one late night, one tutorial, one small project at a time. By day, I was designing and deploying systems in high-stakes environments—learning how to build things that had to work. And by night, I was teaching myself game workflows, experimenting in Blender and Unreal, and slowly figuring out how to turn ideas into reality.

And now I finally feel ready. The ideas are solid. The systems are real. The time is right.

AND THIS IS HOW

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I DESIGN TO SHIP.

By crafting around what is sustaiable

I’m a one-person team, and I know the scale of what I’m building. That kind of ambition only works if the approach stays simple. That’s why my pipeline is intentionally lean—just Blender and Unreal. I’ve chosen not to bring in tools like ZBrush, Substance, or Maya—not because they aren’t great, but because this project doesn’t need them.

It's less about following industry standards, and more about staying focused on what serves this game best.

So instead of a toolchain tour... here’s what my pipeline actually produces:

DESIGN_PHILOSOPHY

I build SYSTEMS

Not just features.

From the ground up, every element in the game is part of a broader, interconnected system—designed to be scalable, maintainable, and future-proof. That means custom pipelines, procedural workflows, and clean logic built to hold up under real production stress.

Here’s what that looks like in practice:

Animation Pipeline

LEVEL DESIGNER

CHARACTER MOVEMENT

AND
MORE

I built my own humanoid armature—lightweight, IK driven, adaptable, and fast. It’s designed for rapid animation authoring. It can turn a single movement loop into a fully directional set in minutes.

 

The workflow lets me iterate dozens of tweaks in a session—until every animation feels just right.

DESIGN_TECH

I BUILD TO SUSTAIN.

Because autonomy requires longevity

I’m building this solo—and funding it myself. My background gave me the space to get started, but those resources aren’t endless. That’s why I’m building this the same way I’ve built everything else: with systems that can stand on their own.

Modularity is baked into the workflow. I build each piece in isolation—focused systems that can be tested, reused, or dropped in without hassle. That means less friction when I need to revisit them, even months later. It also means I build like someone else might use these tools one day. Because even if it’s just me now, the work needs to be clean enough to scale.

And if something I’ve made solves a problem for me, it is bound to help others too. So I share what I can.

That’s the deal: you get something real and useful—and this project gets to exist.

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There’s also a Patreon. It’s where I post devlogs, lore deep-dives, and design breakdowns in a clean, dedicated space, without cluttering this site. Everything there is free to read. 

 

Support is optional—if you want to help keep the process moving.

PROJECT_SUSTAINABILITY

I BUILD FOR REACH.

Because no world gets built in silence.

That’s why every step—every breakthrough, and every milestone—I share on Twitter, Instagram, and YouTube. Not just to showcase the process, but to document it. Test it. To stay honest. To show the work before it’s polished.

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You—the audience—are part of this. Even if all you do is follow along or share a link, you’re helping. That support keeps things moving. It brings momentum, pressure, and perspective. It keeps me grounded in the original vision.

Because at the end of the day, this is the thought that drives me:

That someone, someday comes home from a long day, boots up the game, and just… breathes. Gets lost. Unwinds. In a world I built.

A world worth exploring.

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AND I BUILD TO CONNECT.

Because no great journey is made alone — even if it starts that way.

So if you're a writer, composer, voice actor, sound designer, or creative professional, I’d love to stay in touch - feel free to reach out through my social media. I'm not actively hiring yet, but building real connections early matters. And if you're press, media, or an influencer interested in authentic projects — you’ll find a press kit and a downloadable media gallery down below.

DOWNLOAD PRESS KIT

MEDIA GALLERY

If a world like this was already out there, I’d be playing it.

But it doesn't exist — so I’m building it.

So, if you are someone who still believes new worlds are worth making

Let’s build that world — together.

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All media provided here is free to use for editorial, creative, and promotional purposes.
Attribution to
RPGBeardo and DWARVENKIND is appreciated, but not required.
Remixing, editing, and fair use are welcome.

THE GAME

GALLERY_Game footage
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IMAGE DOWNLOADS

Background music in promotional videos courtesy of MakeSoundMusic (Pixabay license).

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DEVTRACKER

A single place to find and follow my work—wherever you prefer. Whether it’s short videos, updates, or dev insights, I share all incremental progress across platforms.

For deeper devlogs and behind-the-scenes insights, head to Patreon—there are no paywalls—all devlogs are free.

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