Development¶
How Riftbloom gets built: Unreal Engine 5 for the game, Blender driven through the Blender MCP for assets, and this wiki as the single source of truth.
| Page | Summary |
|---|---|
| Roadmap & Milestones | Phases from prototype to release |
| Unreal Engine Setup | Project settings, plugins, folder structure |
| Blender MCP Pipeline | Modeling, rigging and export with Blender MCP, then import into Unreal |
| Art Direction | Anime cel-shading look, palettes, references |
| Audio Direction | Music themes, SFX, voice |
| Technical Design | Code architecture: GAS, combat, Echoes, Rifts, saves |
| Data Tables & Balancing | Data schemas used by designers |
| Naming Conventions | Asset and code naming |
| Deploying this Wiki | PR workflow and Cloudflare Pages |