3D edits meant a full round-trip
Fix one texture and you re-exported from Blender, re-reviewed, re-deployed: reprinting a whole book to fix one typo. Fine at a few assets a week, brutal at dozens a sprint.
Scaled RT Studio from a 0 to 1 pilot into the platform that now powers 12 active game studios, the backbone of the Terra games ecosystem.
RT Studio was TERRA’s native game-development platform for Mac and Windows, the surface where studios built, iterated, and shipped games to the Terra Platform. The platform bundled a curated catalog of 3D models, SFX, VFX, and UI components, 100+ logic templates, a prefab system, over-the-air deployment (no app-store updates), version-controlled collaboration, and GenAI tooling: a procedural texture generator and a T# code generator.
RT Studio scoped to a private beta with 12 studios before TERRA pivoted to Flow, a Unity copilot solving a different problem (game-dev velocity and deployment reach). The work below is the platform redesign that came before the pivot.
The business wanted to retain more players on the games platform, which meant deeper games at higher fidelity.
Grow players on TERRA.
Growth runs through the studios: deeper games, higher fidelity, longer retention.
Lift the fidelity and depth ceiling. Find where RT Studio caps what studios can ship. Then remove it.
I joined as lead designer, co-owning V2’s direction with engineering and PM. Engineering owned the runtime and deployment; PM owned roadmap and studio relationships. Every pillar in V2 had to be negotiated through the people who controlled whether it could ship.
V1 was already a working product: studios built whole games inside it — drop-in assets, code-free logic templates, playtest in-engine, publish over-the-air. But one bet sat at the center of the layout — a Basic/Advanced mode toggle, built on the hunch that beginners needed a simpler interface. The hypothesis we’d soon disprove.
A runner, a shooter, an obstacle course. No engine setup, no boilerplate — RT Studio starts at the concept.
Compose one or more scenes from the curated catalog — 150k drop-in 3D models, SFX, VFX, and UI components.
Attach logic templates to any object — collectables, spawners, win states. Entity-Component-System underneath, no code required.
Playtest in-engine, tune, then publish over-the-air to the Terra platform. No app-store review cycle.
Beginners would be overwhelmed by a full game-engine interface. A simplified Basic Mode would reduce friction and grow the top of the funnel.
Before touching a single panel, we took a glance at the usage data.
Design and Engineering had to keep a second system alive that almost no one used. That's not value, it's debt.
We found four ceilings, one in each layer of the platform — assets, catalog, logic, collaboration. None were bugs. Each was the right call for V1’s smaller scope. The new ambition just outgrew them all.
Fix one texture and you re-exported from Blender, re-reviewed, re-deployed: reprinting a whole book to fix one typo. Fine at a few assets a week, brutal at dozens a sprint.
150k assets, built in-house for simpler games. Bigger, higher-fidelity titles outgrew the catalog, and we couldn't model fast enough to fill the gap.
Drop-in templates are Lego: quick to snap a house together, hopeless for a detailed spaceship. Pickups and doors worked; multiplayer sync, AI, and physics needed real code.
One shared scene, passed around like a single USB stick. Two people editing meant a silent overwrite and a lost day. Fine for a trio, not for parallel teams.
V2 answered a different question: what made the platform rigid, and what would it take to make it flexible? Four pillars each representing a system architected to how studios actually worked.
A pipeline that let studios' bring their own assets into the TERRA catalog as first-class, searchable, placeable items.
A C# wrapper with hot reload that lets studios write and run their own game logic on the platform, with no template request and no waiting on TERRA.
Push/pull collaboration with per-object conflict resolution and scene locking: Git-style sync for multiple people editing the same scene.
TERRA was pivoting toward AI-built games and experiences — and RT Studio’s architecture couldn’t run them. So the studio was shut down, and the team moved to Flow, a Unity copilot, carrying the studio learnings with us. The new question was commercial: what could we build that actually generated revenue? What carried over wasn’t the artifacts. It was the methods: the Claude Code prototyping habit that collapsed design-to-test loops, and the research approach I’d refined on RT Studio.
On Flow, I worked across three threads.
Traced the studio workflow looking for the bottleneck worth automating. The Figma → Unity handoff was the worst of them — designers handed off mockups, then devs rebuilt every layout in Unity by hand. That gap is what UI Builder was built to close.
Built demos that put Flow in front of each persona and solved the one problem they actually felt. Not a feature tour — their pain, fixed, on screen.
Designed it, built it, and shipped it myself — then wired up the analytics so we could see who showed up and what they did once they landed.
We ran cold-outreach acquisition and qualified two prospective clients before Flow wound down across September and October 2025 as company priorities shifted.