

My game engine · In development
PlushEngine
A game engine I can keep building on.
C# gameplay, a shared data model, and an editor I can change when something gets in the way.
Luke Stilson · Technical artist
I’ve spent most of my career making tools that help other people make things. Most of what’s here is personal work: my own tools, games, and experiments.
For my professional roles, see Studio Work →

My game engine · In development
A game engine I can keep building on.
C# gameplay, a shared data model, and an editor I can change when something gets in the way.
Tests, prototypes, and notes from whatever I’m working on. What I tried, what worked, and what I’m still figuring out.

From the dev log
Tree Studio in Blender, then the foliage in Plush. Two recordings from the experiments.
Read the entry →
From the dev log
Blender realtime camera texture in Eevee — a custom build.
Read the entry →
OpenVATVertex Animation ToolkitFree & open source · Blender extension
OpenVAT is a Blender-native toolkit for baking Vertex Animation Textures (VATs).
Blender Extensions · November 5, 2026 snapshot.

In development
Texture baking and material creation, bringing xBake and TextureLab together.

Released Blender extension
Geometry and attributes ↔ CSV.

In development
Images, layers, and pixel-aligned scenes in Blender.
Watch on YouTube ↗OpenVAT / Unity
Vertex animation for gameplay, using OpenVAT. The Unity side of the workflow gets its own attention here: taking baked motion into an engine and making it useful in a game.
Watch on YouTube ↗Geometry Nodes
The system behind the nodes. A longer explanation to go alongside the short Geometry Nodes clips on Instagram.
Watch on YouTube ↗Datablocks & users
A look underneath Blender’s interface: datablocks, users, and how the pieces of a scene relate to each other. A useful starting point for understanding what a script is changing, and why one edit can show up somewhere else.

Ok update: 52 ARKit shapes compressed to 16 worked pretty well!
Read the entry →I've spent most of my career making tools that help other people make things.
I like figuring out how things work, why they work the way they do, and whether there's a better way to do them.
Tutorials and experiments on YouTube ↗If one of my tools has been useful to you, you can support the work on GitHub.