Playable rule-space for LES.MEDIA game production

07 / 10

LES.GAMES

playable systems

YOU BRING
a playable prototype, a world that has to be generated rather than modelled, or real-time and XR work that needs both the engineering and the picture.
WHAT STAYS
a working build you can play and test, plus the source project with its rules, input and failure handling written to be read, and notes on how to extend it.

In production since 2009 · ЦНФ-Анимация · Parovoz · CHEil/Samsung

LES.GAMES explores interactive worlds, playable systems and experiences that respond to the participant.

The interest is in how characters, environments, mechanics, sound and visual language create a sense of presence and discovery — and in what has to be built underneath for that presence to hold.

SELECTED WORK / 04

Projects inside the field

Project facts paired with moving image and render material from the studio archive.
HIGHWAY 22:00 view from the driver's seat
DRIVER'S SEAT

01 / Game / browser

HIGHWAY 22:00

PROBLEM
The studio had no game of its own that anyone could open and play in a browser, without installing anything.
NOW
An endless highway across the Middle Urals, always at 22:00 local time, with the sky set by today's date: sunset in late June, twilight in August, a moonlit night from September to April. Spruce taiga, birches that turn gold in autumn, snow from November, fog in the hollows, and elk, roe deer, foxes and hares stepping onto the road. A low-poly car with hands on the wheel, lo-fi textures, classic controls and a radio playing lo-fi rock and hip-hop that is generated live in the browser.
ROLE
Game design, real-time 3D, low-poly modelling and procedural music.
TOOLS
three.js / WebGL / Web Audio
PLAY IN THE BROWSER →
HIGHWAY 22:00 stop-motion: overtaking on the highway, chase camera
OVERTAKE / STOP-MOTION
HIGHWAY 22:00 stop-motion: camera circling the low-poly car at sunset
ORBIT / STOP-MOTION
Existing LES.MEDIA real-time field study used as context for Particle Visualizer
CONTEXT IMAGE

02 / Real-time / WebXR

Particle Visualizer

PROBLEM
Interactive work needed half a million particles to stay alive on a screen and inside a headset — and to keep running when the device drops.
NOW
A WebGPU and WebXR engine of its own: GPU-resident particles, controller input, audio and MIDI reactivity, presets, recording, spatial audio and device-loss fallback. Currently 0.3.0-alpha.4.
ROLE
Systems engineering, interaction, audio and MIDI reactivity, spatial audio and recording.
TOOLS
WebGPU / WebXR / GPU compute / HRTF audio
Existing LES.MEDIA game-world field study used as context for MORIII / Pathologic 3
CONTEXT IMAGE

03 / Game production / cutscenes

MORIII / Pathologic 3

PROBLEM
Physically plausible character animation still needed to arrive intact in scene assembly and camera work.
NOW
The hand-off between Cascadeur and Blender became a dependable production chain rather than a one-off workaround.
ROLE
Animation workflow, cross-application hand-off, scene assembly and cameras.
TOOLS
Cascadeur / Blender
MOTION STUDY / 01

04 / 3D / procedural environments

LUCID Panelka Generator

PROBLEM
A district could not be rebuilt by hand for every shot, note or late change. The environment had to stay controllable at the scale of a film.
NOW
A reproducible system generates buildings, courtyards and city-scale variation from parameters, while keeping the world editable and art-directable.
ROLE
Procedural world-building, production tooling, environment states and art-directable variation.
TOOLS
Blender / Python / Geometry Nodes
MOTION STUDY / 02
Procedural Panelka environment in snow
WORLD STATE
Procedural Panelka layout work in progress
LAYOUT STUDY
BLIZZARD TEST
Creature test against a procedural Panelka facade
CREATURE TEST
FIELD NOTESRead the complete studio notes

HIGHWAY 22:00 is the studio’s first game, and it opens straight in the browser. An endless highway across the Middle Urals at 22:00, with the sky, snow and leaves set by today's date, fog in the hollows and elk, roe deer and foxes stepping onto the road: a low-poly car, hands on the wheel, lo-fi textures, classic controls and a radio playing lo-fi rock and hip-hop that is generated live rather than streamed.

Particle Visualizer is the studio’s own real-time system. It runs on WebGPU compute with up to 500,000 GPU-resident particles on desktop and a volumetric WebXR version on Quest 3, with controller input, HUD and recenter, audio and MIDI reactivity, a synthesizer, presets, recording, HRTF spatial audio in XR, and device-loss fallback. Currently at 0.3.0-alpha.4.

MORIII / Pathologic 3 is game production from the other side: cutscene work run as a chain — Cascadeur for weight and physically plausible character motion, Blender for scene assembly, cameras and the rest of production.


Worlds are the other half of it. For LUCID the environment itself became infrastructure: a district is assembled by parameters rather than built by hand, with construction, snow, damage, lighting states and X-Ray as states of the same world, and a seed that returns the same place on the next pass.


What connects them is that the deliverable is behaviour: rules, input, response and failure handling, in something that has to keep running while a person is inside it.

YOU BRING

Tasks people arrive with

Real briefs from the work below — the shape of a first message, not a form.

  • 01

    The studio had no game of its own that anyone could open and play in a browser, without installing anything.

  • 02

    Interactive work needed half a million particles to stay alive on a screen and inside a headset — and to keep running when the device drops.

  • 03

    Physically plausible character animation still needed to arrive intact in scene assembly and camera work.

FIRST STEP

Start with what you know.

Four questions, and what comes back: what we would take, and which part we would start with.
  1. 01What are we making?
  2. 02What should it do or change?
  3. 03What already exists?
  4. 04Timing, format or constraints?
ANSWER THE FOUR PROMPTSOpens a short email brief

Write only what is useful. The button prepares a draft in your own mail app; the site does not store or send the answers.

PROJECT CHANNEL / 07

Start a conversation

Tell us what you are making, what the work needs to do, and where it needs to go.

Bird@InTheLES.studio

WORKING LANGUAGES / EN / RU / SR · Belgrade · Europe/Belgrade

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