Fiction Pact
Studio

Authenticity, Innovation, Passion

The Definition

The Engine

We are building an Atmospheric Roleplaying Living World Engine.

A VR-first, PC-accessible sandbox where atmosphere comes first, and systems replace scripts.

"You don't play a story... you live in one"

The Codex

Our Story

Chapter I

The Origin

A self-founded startup building for the underserved OG gamers who remember when stories lived in imagination. This is the videogame every pen-and-paper player and LARPer has dreamed of since the dawn of computing.

Est. by veterans who refused to forget.

Break the seal to turn the page

The Manifesto

The Old Ways Return

A dark, ruined archway in a mountainous landscape

No HUD. No XP. No Grind.

Forget the dopamine loops. Progress comes from deeds, relationships, and reputation. Your journal is your only record.

A blacksmith hammering at an anvil by firelight

Systems Over Scripts.

No quest markers. No "set pieces." A world with its own rules where you settle disputes, craft economies, and hunt quiet horrors.

A werewolf silhouette stalking through a dark forest

True Immersion.

Skyrim meets VRChat through Gaussian splatting: a photoreal world shaped by neural rendering and photogrammetry. If you can see it, it exists.

The Vision

Three Pillars

Figures gathered around a campfire in darkness

Roleplay

Your actions define memory and reputation.

A dark ruined archway in a mountain valley

Explore

A grounded, moody sandbox where "What If?" is always the next question.

Hands pouring herbs into a steaming cauldron

Craft

A player-driven economy of crafts and consequence.

Under the Hood

Technical Innovations

Gaussian Splatting

Real-time neural rendering for photorealistic environments. From point clouds to immersive worlds.

UGC

Players and game masters shape factions, artifacts, edicts, rumors, and live events so each server becomes its own living canon, with no quest markers or scripted quest chains.

The Path

Roadmap

Phase I

Core Engine

Foundation systems, rendering pipeline, and core gameplay mechanics.

Phase II

Open World

Expansive terrain, dynamic ecosystems, and environmental storytelling.

Phase III

Game Master Tools

Creator toolkit for narrative design and world-building.

Phase IV

World Engine

Persistent, evolving worlds shaped by player actions and collective memory.

Join Us

Contract Openings (Canada only)

VR-first and PC first-person multiplayer medieval simulation. Contractor engagement. NDA required.

Term: full-time contract, 4 months (40h/week). Remote, Canada only. Start is contingent on Canada Media Fund approval.

Culture and inclusivity

If you are into LARP or tabletop roleplaying, you are very welcome. Women, gender-diverse people, and people from underrepresented communities are strongly encouraged to apply.

Roles (apply for one)

1. Unreal Engine C++ Networking Engineer (Multiplayer)

Mandatory requirements

  • Canada only (must live in Canada)
  • Remote (Canada based)
  • Unreal Engine production experience (UE4 or UE5)
  • Not entry level
  • Full time contract, 4 months (40h/week)
  • Starts only if Canada Media Fund funding is approved.

You will

  • Build and ship the multiplayer foundation in Unreal C++.
  • Implement replication patterns and server authority for combat and roleplay systems.
  • Budget and optimize network performance (bandwidth, relevancy, replication strategy).
  • Develop practical debugging workflows for desync, latency, and replication edge cases.

You have

  • Strong Unreal Engine C++ multiplayer experience.
  • Experience shipping authoritative multiplayer features.
  • Solid debugging and net profiling habits.

Nice to have: dedicated server experience, Iris or Replication Graph experience.

Apply in Linked In
2. Unreal Rendering Engineer (VR, Gaussian Splatting, MLSLabs pipeline)

Mandatory requirements

  • Canada only (must live in Canada)
  • Remote (Canada based)
  • Unreal Engine production experience (UE4 or UE5)
  • Not entry level
  • Full time contract, 4 months (40h/week)
  • Starts only if Canada Media Fund funding is approved.

This role is critical. We are building a custom Gaussian Splatting pipeline based on MLSLabs.

You will

  • Own VR rendering performance end to end (frame pacing, CPU, GPU, memory budgets).
  • Make photogrammetry-heavy scenes run smoothly in VR (streaming, LOD, occlusion, lighting approach, content constraints).
  • Integrate and optimize a Gaussian Splatting rendering and content pipeline for real-time Unreal.
  • Build a reliable pipeline loop so content iteration stays fast and stable.

You have

  • Proven Unreal rendering and VR performance optimization experience.
  • Strong profiling workflows (Unreal Insights, stat tooling, GPU capture and analysis).
  • Delivered real-time performance improvements under tight frame budgets.

Big plus: hands-on Gaussian Splatting pipeline experience and research-to-production work.

Apply in Linked In
3. Character Animator and Character Artist

Mandatory requirements

  • Canada only (must live in Canada)
  • Remote (Canada based)
  • Unreal Engine production experience (UE4 or UE5)
  • Not entry level
  • Full time contract, 4 months (40h/week)
  • Starts only if Canada Media Fund funding is approved.

You will

  • Create and polish character animations for combat and roleplay (locomotion, attacks, blocks, reactions, idles).
  • Rig and skin unconventional meshes from a photogrammetry-based model pipeline.
  • Build and maintain clean rigs for gameplay constraints with deformation fixes and fast iteration.
  • Set up Unreal animation systems (anim blueprints, state machines, blendspaces, retargeting).

You have

  • Strong animation fundamentals and a reel with realistic movement.
  • Proven rigging and skinning experience, including non-standard topology.
  • Comfort troubleshooting deformation, weighting, and pipeline constraints.
  • Experience in Unreal character animation workflows.

Big plus: character modeling cleanup and real-time optimization (topology fixes, LODs, skinning, textures).

Apply in Linked In