I built my own game engine and the games it powers — and reverse-engineer closed-source ones to make them more immersive. Without the source code.
Get lost in other worlds.
My focus now is Multiverse Engine — my own engine in C++ and Direct3D 12, built to power Multiverse, a dimensional-exploration game. Around them: whole console generations — N64, GameCube, Wii, Dreamcast, PlayStation and more — brought into real per-eye VR, and major systems of No Man's Sky reshaped from the inside.
The retro games I bring into VR, and the worlds I build from scratch, are after the same thing: making people feel truly there, in places that could never exist.
Front and center: Multiverse Engine and the game it exists for — both in active development behind the scenes, with more to share as they grow. See where it's headed →
Released · Open source
Out now — open source.
Each one is a real per-eye stereoscopic fork — the whole game renders in the headset, not on a flat screen floating in front of you.
A standalone Nintendo 64 emulator I'm building with native OpenXR. It already runs — flat, and rendering inside the headset — but true per-eye VR isn't wired up yet. This is an early, in-progress build.
Multiverse began in Unreal Engine 5 — and UE5 showed me exactly where its ceiling sits. The game lives past that ceiling. So it's getting a foundation of its own: Multiverse Engine, written from scratch in C++ and Direct3D 12. My renderer, my editor, no middleware, no borrowed source.
Twenty years of pulling shipped engines apart taught me how they work — and where they all make the same trade-offs. This one gets to make different ones, shaped around the things Multiverse can't compromise on.
And to be unmistakable about it: Multiverse Engine is 100% original code. Not a UE5 fork, not built on Dreams, not resting on anyone else's runtime — those are touchstones for how it should feel, and nothing more. Every line here is mine.
175M+
Triangles in one scene
~300 fps
While drawing them
0.3s
Cold boot to editing
Rifts at the core
A tear in reality isn't a trick here. The architecture is built so the world beyond a rift renders live — its own light, its own fog, its own sky. General-purpose engines fake that; this one is shaped around it.
Dreams-style creation — in VR
Building worlds should feel the way Dreams on PS4 felt — instant, tactile, alive. It's growing into a full VR editor: reach in and shape a world by hand, frictionless — no baking, no waiting. You sculpt the real thing and watch it answer.
Photoreal first, style as data
The baseline is physically-based light. Every dimension's look — grade, fog, palette — is dialed on top, so one world can be painterly and the next raw, from the same scene.
The headset is a first-class display
VR isn't a roadmap item here — it's arriving now, built on the same per-eye obsession as my retro-VR forks. Flatscreen and VR are two views of the same world, never a port.
Already running
C++ · Direct3D 12From-scratch renderer & editorHDR pipeline · ACES & AgXImage-based skiesLive look gradingBackground imports — the editor never freezesTooltips on every single controlReal-time everything
Inside the engine
The level editor — sun, ambient and AgX grading tuned live in World SettingsThe model viewer — a 1.9M-triangle ship under three-point studio lighting
The standalone game · On Multiverse Engine
Multiverse
Shares a name with my No Man's Sky project below — but this is a separate, brand-new game, built on my own engine.
Not a No Man's Sky game — but it draws deep inspiration from it and aims to be far more: a flatscreen & VR dimensional-exploration game where space travel bleeds into interdimensional travel.
Prerelease-NMS wonder and mid-century sci-fi, blended with liminal spaces and a found-footage feel. The multiverse is the character — unstable, merging, alive. Presence and awe over progression — no XP, no checklists.
The clip — Thallume — was a throwaway test from the game's UE5 chapter: could that prerelease-NMS feel be evoked using none of Hello Games' content or code? It could. The real game looks and plays differently — and it now grows on Multiverse Engine. Its HUD is built from scratch — a quiet nod to prerelease-NMS design principles. It stays out of your way.
Thallume — a throwaway look-test from the UE5 chapter · YouTube ↗
“The portal is where infinity becomes small enough to perceive.”
The multiverse is the character
Unstable. Merging. Alive.
Dimensions aren't separate levels — they're layers of one multiverse, bleeding into each other through rifts: jagged tears in reality, never tidy doorways. You never know whether the next room is more familiar, or more alien. And every rift is real — the world beyond renders live through the tear. Not a skybox. Not a screenshot. A live window.
A hotel lobby whose ceiling has torn open to an alien sky.
Bioluminescent coral beneath a pink sky with three moons — glimpsed through a crack.
An abandoned swimming pool, slowly consumed by alien growth.
A school hallway that becomes alien the further you walk it.
What it feels like
01Familiarityyou know this place
02Wrongnesssomething is off
03Discoverya tear, a bleed-through
04Wonderthe world beyond
05Uneasethe boundaries fail
06Awetwo realities at once
Four layers, one world
Golden-age sci-fi
Warm, analog, painterly — the feeling of stepping into a Chris Foss canvas. Never cold, blue, modern sci-fi.
Surrealism
Strangeness baked into the biology itself — impossible materials, scale that won't resolve, life that defies classification.
Liminal unease
Empty pools, corridors that never end, the quiet sense of being watched by the place itself.
Dreamcore
Impossible lavender-to-magenta skies, colored fog that blends everything, the analog grain of a half-remembered dream.
Alien wonderlands
Worlds worth getting lost in.
Golden-age sci-fi, made walkable. Each dimension is its own painting you can stand inside.
No XPNo quest markersNo grindNot a walking simNot cold, modern sci-fi
A journey into the unknown
For the explorer in you.
Some dimensions are calm and mesmerizing, others quietly uncanny — and a few are genuinely unsettling, the way the deep Backrooms are. Wonder leads, but it isn't the only thing out there. Golden-age sci-fi, liminal spaces, the Backrooms, prerelease No Man's Sky — they all share one pull: venturing into the unknown. That's the heart of it.
You see it all through found footage — a recording device carried through impossible places. The camera isn't a game camera; it's a physical object. It breathes, it sways, it catches fragments of the next world bleeding through like VHS interference. You don't manage systems or read menus. You just exist somewhere you don't want to leave.
What feeds it
The lineage.
The Multiverse stands on the painters, films and places that taught me what wonder looks like — golden-age sci-fi, surreal naturalists, and the quiet dread of liminal space. The stars drifting behind this text are my own: procedural, grown from shader math — a small continuation of that lineage.
Golden-age sci-fi
Chris Foss, John Harris, Tim White, Roger Dean, Richard Powers, Syd Mead, Moebius
Surreal & natural
Ernst Haeckel, Codex Seraphinianus, Fantastic Planet, Gandahar
Named artists are credited as influences only — each painting belongs to its creator. The mood studies above are style references. The starfield is original to the Multiverse.
Fan project · No Man's Sky
The NMS Multiverse
My No Man's Sky project — not the standalone game above. Same name, different beast.
A fan project that overhauls No Man's Sky from the inside. I'm fundamentally rewriting its core engine systems — terrain rendering, shaders, procedural generation, the whole visual pipeline — through ten years of reverse-engineering at the assembly level, with no source code. This isn't modding; it's engine reconstruction.
On top of it runs a live GUI to reshape the universe in real time, a modular plugin system, and deep modding — systems the base game never shipped with. No Man's Sky runs on Hello Games' own engine, Skyscraper; I work inside it, rewriting the parts that don't fit Multiverse and adding what was never there.
In a single month it gained 220+ programmable shader effects, an optional Film Gate that makes the game look painted, procedural cosmic creatures built from shader math, solar systems with up to 20 suns, hundreds of new star types, and a custom Terrain Array Texture Editor.
It's written in C++ and assembly at its core — with Python, and some tools in C#.
NMS Multiverse — early teaser · YouTube ↗Planet editor — reshaping the universe in real time
Dev log · June 2025 · NMS Multiverse
A month of engine reconstruction.
One month inside No Man's Sky's engine, documented — rewritten terrain rendering, 220+ shader effects, procedural cosmic creatures, perspective fog, and the dev tools behind them.
No Man's Sky: Multiverse — a month documentedNMS Multiverse — very early teaserRewritten terrain rendering — higher fidelityA solar system with six sunsFilm Gate — like playing through an old TVPrerelease-style HUD (2013–14), reimaginedStrange new planetary ring typesNew stars, suns, nebulae & crescent planetsHundreds of new star typesProcedural 'Ring Nebula' space effectsFractal visuals & painterly nebulae (1/2)Fractal visuals & painterly nebulae (2/2)Space Manta — grown from shader mathSpace Jellyfish — grown from shader mathTerrain Array Texture Editor (custom dev tool)Documenting NMS's shader systemsSci-fi painting: Machaon ship (1/3)Sci-fi painting: Machaon ship (2/3)Sci-fi painting: Machaon ship (3/3)New Eridu-inspired planetLens distortion & luminous darksPerspective atmospheric fogCosmic Eye (1/2)Cosmic Eye (2/2)Space-to-planet textural consistency
Devlog
The log.
Progress notes from inside the build — posted as I go.
Site
A place to follow the build
This is the log — short notes from inside the work, posted as I go. Engine progress, rift experiments, the things that break and the things that finally click.
If you want to help keep the lights on while the multiverse gets made, there's now a support section right here on the site. Nothing gated, nothing sold — it simply buys the hours that move the engine forward.
More soon.
Engine
Why Multiverse is getting its own engine
Multiverse began in Unreal Engine 5, and UE5 showed me exactly where its ceiling sits. The game lives past that ceiling — so it's getting a foundation of its own.
Multiverse Engine is written from scratch in C++ and Direct3D 12 — 100% original code. My renderer, my editor, no middleware, not a line sourced from UE5, Dreams, or anything else. The whole thing is shaped around the one idea it can't compromise on: rifts.
A tear in reality isn't a trick here. The world beyond a rift renders live — its own light, its own fog, its own sky. Not a skybox. Not a screenshot. A live window.
Twenty years of pulling shipped engines apart taught me how they work, and where they all make the same trade-offs. This one gets to make different ones.
Support the work
Back the build.
I'm one person building a game engine and a game from scratch — and regularly porting retro and flatscreen games into real, per-eye VR. What support actually buys is the thing that moves all of it forward — time. No paywalls, no locked dimensions. Just fuel for the work, and your name in the credits when it ships.
$
Secure card checkout · cancel anytime · no account needed