Founded in 2023 by RB Waldorff,
NOT REAL GAMES
is an independent technology studio building the tools we
always wished existed: faster creative pipelines, stranger
game worlds, and production software that treats artists,
filmmakers, modders, and programmers like they belong in the
same room. Our work starts from a simple belief: game
development should be more open, more playful, and more
powerful without asking creators to surrender the weird
spark that made them want to build in the first place.
We are focused on GPU-first tools, hybrid animation
workflows, accessible engine design, and the kind of
experimental production systems that can carry games, films,
comics, and interactive worlds under one roof.
Projects
Literal Unreal
Engine research
Literal Unreal is a branch of Unreal Engine aimed at
making high-end development feel less fragmented and
more approachable. The goal is not just to add more
tools, but to make the engine easier to reason about
from the first prototype to the final cinematic.
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Unifies the Filmmaker workflow into a clearer
production space.
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Combines scattered modeling tools into a single
Modeling Suite.
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Explores a faster Blueprint/Kismet successor
powered by GPU compute.
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Prototypes a Scaleform-like UI path intended to
eventually replace Slate.
Early production tool
VALA is the last GPU-first hybrid animation
compositor you need. It is built for drawing,
compositing, page and layer workflows, and
eventually the borderland where 2D animation, 3D
scenes, comics, editing, and node-based production
all start speaking the same language.
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Vulkan-driven canvas rendering with rotation,
navigation, and checkerboard transparency.
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Layer workflow with selection, previews,
locking, alpha behavior, duplication, and merge
work.
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Brush and eraser controls, palette tooling, file
save/load groundwork, and local activation
plumbing.
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Still early, moving quickly, and aiming for a
stable 1.0 by the end of next year.