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Worlds & transport

SGFWorldGive the world meaning beyond meshes and coordinates.

World areas, semantic assemblies, doors and authored destruction states.

01 / How it works

Give places structure and state

Areas and assembly definitions let systems identify meaningful places and authored structures. Door actors expose interaction and navigation passage with replicated state. Destructible components use durability and staged outcomes rather than forcing a single physics presentation.

What this plugin delivers

  • Areas and semantic world assemblies
  • World authoring and placement tools
  • Stateful doors and navigation passages
  • Structural damage and destruction stages

02 / In a game

The mechanism in practice.

A room is marked as a secure area, a door tracks whether passage is permitted, and a damaged wall changes structural state. Other systems can query the semantic world rather than guess from geometry alone.

World semantics

Areas, assemblies, anchors and meaningful location data.

World interactions

Stateful doors and navigation passage.

Structural state

Damage and authored destruction outcomes.

03 / Design ownership

What the studio builds.

The studio creates levels, geometry, destruction art, environmental rules and progression.

World geometry, procedural generation rules and all environment art remain project-authored.

  • Level architecture, environmental puzzles and interaction rules
  • Meshes, material art, fractured assets and PCG graphs
  • How area and destruction state affect gameplay

04 / System connections

Works with

STORY / EXPLORATION / Illustrative composition

Narrative exploration adventure

Combine meaningful places, interaction contracts, authored objectives and save participation while leaving narrative, dialogue and puzzles entirely in the studio’s hands.

SGFWorldSGFSGFDirectorSGFSaveSGFUI
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SURVIVAL / CO-OP / Illustrative composition

Co-operative horde survival

Pair lightweight populations with full interactions, AI decision-making, persistent resources and world event orchestration. The studio chooses how hordes behave and how co-op survival feels.

SGFSGFAISGFMassSGFDirectorSGFWorldSGFSave
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MELEE / RPG / Illustrative composition

Third-person melee action RPG

Use hit detection, abilities, targeting, equipment, AI, persistence and world state as building blocks. The studio owns combat rules, progression and the moment-to-moment feel.

SGFSGFAISGFSaveSGFWorld
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STRATEGY / RTS / Illustrative composition

Real-time strategy & simulation

Mass populations, team relationships, coordination, areas and authored world events can contribute to an RTS or simulation. The actual command model, economy and unit behaviours stay in the game.

SGFMassSGFSGFWorldSGFDirector
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VEHICLES / OPEN WORLD / Illustrative composition

Vehicle-led open-world sandbox

Compose occupancy, vehicle functions, durable state and semantic world structure. Add native Chaos integration where needed while keeping the driving and world design yours.

SGFTransportSGFWorldSGFSaveSGFTransportSaveSGF
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Available to license

Ask about SGF licensing.

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

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