Artur Polatti

Arbor ForgeIn development

Building a world — and recovering the quality bar to make it playable.

The first VERITAS playable fell far below its approved visual direction. I treated that as an execution problem and reorganized production around in-engine visual proof and a focused 30-minute playable.

My role
FOUNDER / CREATIVE DIRECTION · INDEPENDENT STUDIO · VERITAS IN DEVELOPMENT
Scope
VERITAS creative direction, the studio’s production practice, and recovery of the visual quality bar.
Key decision
Treat the visual gap as a production-system failure: recover the references and judge visual work in-engine, at gameplay scale.

Context

The more we build, the more memory the work needs.

A growing world accumulates decisions across story, art, interaction, and engineering. The next iteration can lose the reason the previous one existed.

I’m building Arbor Forge around shared creative knowledge. VERITAS is the product through which that studio model is taking shape.

Insight

Creative coherence is also an operating problem.

The studio needs to distinguish what is committed, what is in production, what is still an idea, and what should be remembered after it changes.

The museum preserves visual hypotheses with their questions and decision status. Environment, character scale, palette, and journal UI can be considered together while the direction is still being explored.

CANON

What holds.

Committed world rules and creative foundations.

PRODUCTION

What is being built.

Work with ownership, requirements, and a reviewable state.

SEED

What could become.

Ideas open to exploration and testing.

MUSEUM

Why it changed.

Earlier forms and decisions preserved with their intent.

AI-assisted visual study from the museum. The direction remains exploratory.

Decisions

Creative work needs an owner, a state, and a review standard.

The production framework makes creative decisions concrete: what belongs to the world, who owns an asset, which elements are provisional, and what is ready for review.

Human-directed AI works inside those boundaries. The archive connects visual studies to material detail, unresolved evidence, and the reason a place belongs in the world.

DIRECTION

Preserve creative intent.

Connect the artifact to the world, its rules, and the reason it exists.

OWNERSHIP

Make responsibility visible.

Identify asset ownership, provisional content, and handoff requirements.

REVIEW

Define readiness.

Use explicit checks so work can be discussed and improved across disciplines.

Impact

From visual direction to playable proof.

The early playable worked technically, but visually it had drifted far below the intended standard. I treated the mismatch as a production-system failure rather than an art-polish problem.

I recovered the approved character and world references, separated reference art from production-ready assets, created gameplay-facing visual targets, and changed the review process so visual work must now be judged in-engine and at gameplay scale.

What changed, and where

What the studio is establishing

VERITAS connects a body of creative work to a production practice that preserves decisions and makes work reviewable.

01

Creative experience

Artifacts and prototype

One direction connects world and interaction.

  • Observation, listening, partial truth, and consequence shape the game’s intended experience.
  • World direction, visual targets, a public archive, and a prototype make that direction tangible.
02

Studio practice

Production framework

Creative intent has a place in production.

  • Asset ownership, provisional status, dependencies, and review requirements are explicit.
  • Canon and decision history preserve the reasons behind the work as it changes.

The next proof is an art-approved, approximately 30-minute VERITAS: Two Promises playable by November 15, 2026, then a human playtest: can someone understand the world, form a judgment, and recognize its consequence? Studio efficiency, player benefit, and commercial outcomes have not yet been measured.