StormInventoryEquipmentAdapter
Use inventory-owned items to satisfy equipment requests; equipment doesn't become an inventory.
Game development / Unreal Engine
Storm Game Framework (SGF) is West Forge’s game development framework for Unreal Engine. It provides reusable systems for common game features, such as combat, AI and saving progress, so developers do not have to build each one from scratch.
The framework is organised into plugins. Teams can choose the parts their project needs and build their gameplay and content on top.
SGF is available to license from West Forge. Ask about licensing, engine compatibility or integration with your project.
01 / Two ways to explore SGF
14 plugin profiles
Read what each plugin does, how it works and which other systems it uses.
Explore plugins6 game compositions
See which plugins could support a shooter, melee game, co-op survival game, RTS, narrative adventure or vehicle sandbox.
Explore game types02 / Selected plugins
Each profile describes the plugin's behaviour, interfaces and the work left to your studio.
SGF
A collection of focused gameplay mechanisms, not a prescribed character or combat model.
How it worksSGFAI
Decision-making, senses, threat, action selection, squads, engagement and navigation are separate building blocks.
How it worksSGFDirector
A framework for authored conditions, observations, objectives and longer-running decisions.
How it worksSGFMass
Build large agent populations without representing every entity as a full gameplay actor all the time.
How it worksSGFWorld
World areas, semantic assemblies, doors and authored destruction states.
How it worksSGFSave
Persistence built around identifiable participants and controlled capture and restore.
How it works03 / Game example
This example shows how SGF systems could support a co-operative survival game. It is an architecture illustration; your studio implements the game.
View the exampleExample / Co-operative survival
Chooses an authored response to world conditions
Handle different agent representations and behaviours
Provide meaningful places and persistence mechanisms
What isn't supplied: the infected, the survival rules, encounters, animations or the game itself.
04 / Adapters
Adapters let separate systems work together. Add an adapter when your game needs that connection, such as saving vehicle state or using inventory items as equipment.
View the adaptersUse inventory-owned items to satisfy equipment requests; equipment doesn't become an inventory.
Let authored events locate actual world spaces without absorbing world construction into the Director.
Persist relevant vehicle state without incorrectly saving temporary occupants.
05 / Scope
Gameplay contracts, runtime components, authoritative operations, independent capabilities, explicit adapters and supporting tooling.
Rules, story, AI behaviour, art, animation, economy, interaction feel, content and the creative decisions that distinguish one game from another.
Available to license
Tell us which systems you need and which Unreal Engine version you use. We can discuss licence terms and integration with your project.
Ask about licensing