All Case Studies
Feative Studios delivered projects, plus curated and credited industry case studies across game development, XR/AR/VR, metaverse, and optimization.
Feative · Delivered
Metaverse — Arch Viz
Cloud-rendered architectural visualization via Unreal Pixel Streaming — clients walk full-scale interiors, swap finishes, and adjust lighting from any browser. No downloads, no GPU required, no setup. Built in UE5 with baked lighting, Nanite geometry, and material-instance switching for real-time finish selection.
Windows · macOS
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Feative · Delivered
Shed Happens
Point a phone at any object and get an accurately scaled, exportable 3D model. Photogrammetry reconstructs geometry; AI-based scaling maps it to real-world dimensions without markers. React front end, Unity 3D pipeline, COLMAP backend. Export to GLB, FBX, or OBJ. Sub-10cm accuracy on typical construction objects.
iOS · Android
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Feative · Enterprise
Pixel Streaming — Open City
Interactive open-world city experience streamed to any browser via UE5 Pixel Streaming. Users navigate streets, explore buildings, and interact with elements in real time — no downloads, no GPU required. Cloud-rendered with baked lighting, Nanite geometry, and free-roam navigation.
Browser · Desktop · Mobile
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Feative · Delivered
Office VR Simulation
Photogrammetry-built 3D replica of a real office, captured with hybrid LiDAR + photography for 1-2cm accuracy. Remote employees explore corridors, meeting rooms, and workspaces in VR or browser before their first day. Teleport navigation, snap turning, and Pixel Streaming for headset-free access. Built in UE5 with Nanite.
VR Platforms
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External · Unreal Engine
Inside the Development Journey of Clair Obscur: Expedition 33
Sandfall Interactive built a UE5 turn-based RPG with a core team of under 30 — a scale most studios wouldn't imagine shipping at this fidelity. Blueprints drove day-to-day iteration, while Lumen, Nanite, and MetaHumans delivered the cinematic look. The lesson: modern Unreal's out-of-the-box features let a small team punch far above its weight.
Web
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External · Unreal Engine
How a Small Team Made Minecraft Dungeons in Unreal Engine
About twenty developers built Minecraft Dungeons on Unreal Engine — and source access let them adapt the engine instead of fighting it. The team kept iteration fast with lightweight workflows and scoped the game to what a small crew could polish. Proof that Unreal scales down as well as it scales up.
Mojang Studios
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External · Unreal Engine
How Dragon Quest XI Came to Life with Unreal Engine 4
Square Enix needed a modern engine to modernize its most beloved RPG. UE4 delivered: Enlighten lighting, a day-night cycle that was just a value tweak, and editor iteration fast enough for quick map redesigns. The team even worked with Epic to fix garbage collection — and those improvements shipped back into the engine itself.
Web
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External · Unreal Engine
Unreal Tools That Shaped Shin Megami Tensei V
Atlus's first Unreal project — and they used it to hand-draw a whole demon roster in engine. Material instances kept the painterly art style, Pivot Painter animated props in ways Maya couldn't, Sequencer cut the cinematics, and Blueprints replaced legacy scripting. What made it work: the right tool for each discipline.
Web
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External · Unreal Engine
A Team of Three Built The Forgotten City
A Skyrim mod with 3.7 million downloads became a standalone UE4 narrative game — built by a team of three. The trick was ruthless scope: physics-driven scenes, animation systems tuned for expressiveness, and a day-one multi-platform launch. A masterclass in turning a viral prototype into a finished product.
Web
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External · Unreal Engine
AdHoc Studio Delivers Dispatch on Unreal Engine
AdHoc shipped a superhero workplace comedy on Unreal 4.27 — remote-first, Blueprints-first, and proud of it. Sequencer handled the previs, and the team backported UE5's UI system for a sharper interface. A 2025 release that shows a small, distributed team can own a full production on Unreal.
Web
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External · Unity
Adapting to the Fast Pace of a Live Multiplayer VR Game: PICKABOOM
PIGIAMA KASAMA's first multiplayer VR title ships weekly updates while running a live game — so every release has to be profiled, optimized, and safe. The team chased stable 60+ fps on Quest 3 with continuous VR memory and GPU work, and learned to adapt fast when the live game answered back. A live-ops studio's approach, applied to VR.
Web
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External · Unreal Engine
Interactive VR Training Improves Construction Site Safety and ROI
One Reality replaced offsite safety training with VR construction scenarios — measured ROI of up to four times lower cost per trainee, with average test scores over 90%. Workers practice hazard recognition and site procedures in a zero-risk environment. Immersive training that pays for itself, with the numbers to prove it.
Web
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External · Accenture
Climate Change Gets Real in the Metaverse
With sea levels rising, Tuvalu faces the first case for digital statehood in history. Accenture built a photorealistic Unreal Engine 5 digital twin of a Tuvaluan islet so the nation can preserve its heritage, governance, and identity beyond the physical island. An XR project with real geopolitical weight.
Web
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External · Merkle
KFC Re:Store: Connecting the Virtual and Real Worlds
KFC China opened a virtual store inside QQ's metaverse — built in Unreal Engine — where visitors wander, play, and order in-world food that arrives in the real world. Five weeks in: 19 million visitors and 4.3 billion interactions. A blueprint for branded metaverse commerce at scale.
Web
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External · NVIDIA
Path Tracing Optimization in Indiana Jones
MachineGames and NVIDIA cut GPU time on Indiana Jones and the Great Circle's main path-tracing pass by 24% — by shrinking ray-tracing live-state from 222 to 84 bytes per thread. Removing one redundant loop and demoting a float4 to half4 did it, guided by Nsight GPU Trace. A precise, reproducible deep-dive into Shader Execution Reordering.
Web
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External · NVIDIA
Neural Rendering and Path Tracing in DOOM: The Dark Ages
id Software shipped path tracing inside id Tech 8 in six months. Opacity Micro-Maps cut shading on alpha-tested geometry, Shader Execution Reordering tamed divergent warps, and DLSS 4's transformer model made upscaling and denoising fast enough for a 60 fps id game. A look at how cutting-edge rendering became shipping reality.
Web
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External · Unity
Optimizing Performance for Thrive: Heavy Lies the Crown
Zugalu Entertainment's medieval city builder was bottlenecked by a CPU-heavy vegetation system. They replaced it with a GPU-instanced one — compute shaders feeding a single buffer, accelerated by the Burst Compiler — and reclaimed frame time for a whole city teeming with life. An optimization case that's also an architecture lesson.
Web
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External · Unity
Rendering at 500 km/h in Gear.Club Unlimited 3
Eden Games renders a 60 fps arcade racer streaming environments at up to 500 km/h — on hardware from Switch 2 to RTX PCs. The answer: a fully GPU-driven custom Scriptable Render Pipeline, virtual texturing with feedback loops, and DLSS/FSR/XeSS upscaling. The team even worked with Unity's ray tracing group to extend the rendering APIs.
Web
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External · Unity
Sonic Rumble: Speed, Scale, and Stability
SEGA and Rovio shipped a 32-player arcade royale across mobile and PC. The trick was scale: distance-based culling for animations, physics, and network alike, a predictive system that estimates player positions under latency, and URP's SRP Batcher to slim stage assets — holding 30 fps even on 3 GB low-spec devices.
Web
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External · Unity
Networking a Physics Co-op Game: LEGO Voyagers
Light Brick Studio built LEGO Voyagers as a local co-op physics game — then retrofitted online co-op after the game was essentially done. Netcode for GameObjects and Relay got them to a working stack fast, while host-side validation and latency-hiding attachment smoothing made physics feel fair. An honest look at the cost of adding networking late.
Web
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