Independent production studio·AI-directed products·Real-time 3D

AI-directed products, built end to end.

An independent production studio for software with intelligence in it and real-time 3D on the surface: strategy, design and engineering as one continuous process, from first idea to launch.

  • AI-directed products
  • Real-time 3D
  • Full-stack delivery
Scroll, and the pieces find their form

Process

One vision.
Many capabilities.

Visigence compresses strategy, design, and technology into one continuous process. Fewer handoffs. More clarity. Faster execution.

How it works
  1. Discover

    Uncover opportunities and real-world needs.

  2. Define

    Shape the strategy and product vision.

  3. Design

    Create experiences that make it real.

  4. Build

    Bring it to life and keep it evolving.

BUILD WHAT DOESN'T EXIST YET.

Start a project

01 / Built

IT RUNS IN A TAB.

Three games and the launcher that carries them. The window below is that launcher: throw a card into it, and put the pointer on the world it lands on.

VISIGAMES / LAUNCHER Maze Fever
Maze Fever, key art

Throw a card in, or click one

Web 3D experience · Gaming · Showcase

A WebGPU renderer with a tested WebGL2 fallback, a seed-deterministic city streamed as you cross it, and a stealth chapter that ships to the browser and to iOS from one build. Every one of them is static, dependency-vendored and built without a bundler.

02 / Case studies

TWO, IN FULL.

The problem, the constraint that made it hard, and what the finished thing measures.

Case 01 · Delivery

Maze Fever

A shooter that runs on hardware nobody controls, then ships to the App Store without a rewrite.

The problem
A first-person game has a hardware floor. The browser is the one platform where you cannot choose the hardware, cannot install anything, and cannot ask the player to wait.
The constraint
No build step. The repository root is the site: the browser loads the source exactly as committed, so what a player runs is byte for byte what was tested, and nothing has write access to the shipped code in between.
What was built
A WebGPU-first renderer with a WebGL2 fallback that is tested rather than assumed, resolved by an import map instead of a bundler. The level is authored rather than generated. Both lockdown gates are real gates: with either one sealed there is provably no path past it, and the containment tank is physically replaced by its ruptured model at the breach.
Then again, natively
The same payload became an iOS app whose whole interface is one full-screen web view. It serves the game over a custom scheme rather than file://, because opaque-origin rules break ES modules, import maps and every model fetch. Documented public API only: no private calls, nothing disabled.

Case 02 · Systems

Visigenesis

A generator that makes places rather than terrain, checked against a second implementation that proves it still does.

The problem
Most world generators produce landscape and scatter buildings on it. The result is somewhere nobody has ever been, because nothing in it was decided for a reason.
The idea
A world is a set of parameters, a landform grammar and a list of recipes, and nothing in any of them is a coordinate. “The study stands on high ground behind the village, and the water between them is crossed” is true on every seed and draws a different map on each one.
Inside the buildings
Interiors are reverse-engineered from the shell rather than scattered in it: what a room holds follows from what the room is for, what the building measures, who is in it, which century it was built in and what weather it was built against. The planner refuses a position whose verb has nowhere to happen.
How it is held honest
The result is handed to a validator that shares no code with the planner and can refuse it. Beyond that, an independent reconstruction of the engine’s core is checked against this one on every push, at a tolerance of exactly zero.

03 / Capabilities

ONE STUDIO. SIX DISCIPLINES.

One studio from the first conversation to the last deploy. These are the six things it is hired for, and they ship together.

01STRATEGY & SYSTEM ARCHITECTURE

The brief becomes a system before it becomes a screen.

  • Product intent, and the criteria that decide it worked
  • Rules rather than coordinates: a grammar a seed can answer
  • Module boundaries a second implementation can be checked against
  • Rendering approach chosen against the device floor, not the demo machine
  • A validator that shares no code with the thing it validates

02AI-DIRECTED ENGINEERING

Models draft. I direct, review and ship.

  • A streaming open-world city in five working days
  • Coding agents under explicit direction, every diff read before it lands
  • Specifications written as contracts the tests can hold
  • Evaluation against a second implementation, not against a vibe
  • Deterministic where it matters: same inputs, same bytes

03REAL-TIME 3D & GENERATIVE WORLDS

Objects and worlds that run in the browser, on the open web.

  • A WebGPU renderer with a WebGL2 fallback that is verified, not hoped for
  • Seed-deterministic worlds, streamed in chunks as you move
  • Point fields and light with no 3D library at all. This page is one
  • glTF pipelines, vendored and hash-pinned rather than fetched
  • Scroll- and pointer-driven scenes on a single progress value

04INTERFACE & MOTION DESIGN

Typography, colour, spacing and motion as one system.

  • Art direction and design systems
  • Motion carried across a page boundary by a cross-document transition
  • Scroll choreography where one number drives every layer
  • Responsive composition, proven at five device sizes
  • Reduced motion honoured before the scene is built, not after

05QUALITY & PERFORMANCE

Measured in the browser, not assumed.

  • The real page opened at five device sizes, and the build fails on any control the accessibility tree cannot name
  • A touch-target minimum enforced by a check, not by a review
  • Every world built on a software rasteriser before a release is allowed
  • Memory, frame budget and shader-compile timings, measured
  • Cross-browser and behavioural comparison

06DEPLOYMENT & INFRASTRUCTURE

Launch is a state change, not an event.

  • Vercel and edge delivery, with the dev server serving the production headers
  • Trusted Types on, and a content policy that names no origin at all
  • Taking payment cost one page and two directives, not the security of the thing being sold
  • A build proven identical twice over, by building it twice and comparing
  • ES modules, and no build step where none is needed

04 / Studio

One person, where vision becomes production.

Visigence is Omry. Strategy, design, engineering and deployment are one continuous process here because they are one pair of hands: no handoffs, no brief translated twice, and nothing shipped that I have not read. Everything on this page was built that way, including the page.

01Working systems over speculative renders.

02Evidence made visible, not hidden behind magic.

03Technology people can enter, inspect and question.

Your vision. Our intelligence.

05 / Contact

Projects / Collaborations / Serious experiments

Bring me
the question.

Tell me what you are trying to make possible. A few lines is enough to start.