
The original cyberpunk extraction shooter the studio was building toward — playable art test delivered, funding not secured.
Partner studio: Puny Human
An objective-driven cooperative cyberpunk looter-shooter and spiritual successor to Dystopia, built around consciousness transfer between bodies and androids as a tactical mechanic, implant-based augmentation, point capture with primary-objective extraction, loot and crafting progression, cosmetics and matchmaking. A dual-layered world set a dark physical city against a bright, glowing cyberspace.
The studio's strategic aim was to move from outsourced service work back to original product. That required a fundable pitch: a consolidated visual brand, a coherent art direction distinct from genre convention, and a playable demonstration of the vision — built with engineers, animators and artists rotating off client projects, without a dedicated budget.
The project was built in Unreal Engine 4 and later migrated to Unreal Engine 5. Art direction moved deliberately away from conventional cyberpunk blue toward an orange palette to differentiate the brand, and the dual-layer world design — the physical city against digital cyberspace — was established as the central visual and mechanical hook.
Concept art covered avatars, weapons, UI and environments, with 2D and 3D mockups feeding a consolidated pitch deck. Development ran with a community-transparent update program.
Engine: Unreal Engine 4 → Unreal Engine 5.



Describe the problem and we will scope the smallest useful engagement.