MMKProspects
Case study / RHM: The Foundation

RHM's
production foundation.

A third-person game, characters, artifacts, comics, music, and production tools connected through one production language. This breakdown shows the plans, tests, and public examples behind the work.

Role
Creative direction and systems architecture
Across
Game systems, technical art, connected media
Public state
Steam listing live / release date TBA
1official gameplay trailer
5public Steam gameplay captures
3published connected comic issues
12characters compared at one technical gate
What had to be solved

A large world, made buildable without flattening its identity.

Authored intent stayed intact while every system, asset, and release received a visible owner and a clear checkpoint.

01 / Frame

The player contract was locked.

Movement, identification, routing, and extraction became the readable spine beneath the visual world.

02 / Separate

Each system received ownership.

Story structure, gameplay, components, zone assembly, technical art, and release work stayed distinct.

03 / Verify

Development truth stayed visible.

Gameplay footage, engine captures, topology comparisons, deformation tests, and public releases show the result.

Playable result

The trailer as a systems test.

Navigation, player state, hostile readability, world effects, and objective communication share the same moving frame.

Official gameplay trailer

Move. Identify. Route. Extract.

The player contract stays legible through compass direction, mission language, silhouettes, state color, traversal geometry, effects, and encounter timing.

View the Steam page
Gameplay reading

Three frames, three production questions.

Each capture shows a different system at work.

RHM traversal gameplay
TraversalA readable route while moving.

Objective geometry, destination marking, and motion align in one action.

RHM player state gameplay
State languageSelf, threat, and uncertainty stay distinct.

Color and silhouette preserve hierarchy under heavy effects.

RHM extraction gameplay
Mission flowThe objective stays readable inside the enemy field.

HUD, compass, hostile density, and extraction language share the screen.

Technical art decision

Generation quality over an expensive remesh.

Source tiers, rigged results, topology, deformation, and engine handoff were compared instead of assuming a familiar optimization step was helping.

Three RHM character quality tiers
Observed / measured / changed

The source had detail the remesh could not restore.

The remesh increased geometry without restoring missing form. Quality control moved upstream to generation and downstream to materials, outlines, rigging, and engine validation.

  • Hero sources were compared at a shared checkpoint.
  • Topology and weight behavior were inspected instead of assumed.
  • Failed approaches were documented so the next decision was clearer.
Public outcomes

The work available to view today.

Published examples, clear results, and honest status without inventing engagement numbers or exposing unreleased story material.

GameSteam presence

Public listing, official gameplay trailer, and five gameplay captures.

NarrativePublished comics

Three connected RHM issues available through GlobalComix.

Technical artReusable checkpoints

Character, artifact, rig, deformation, and generation-tier comparisons.

ProductionConnected systems

World-to-build, episode, audio, and media-control architecture.