
DomTech GamingI’m currently rebuilding core systems for an in-development MMORPG (Magickness™), focusing on...
I’m currently rebuilding core systems for an in-development MMORPG (Magickness™), focusing on long-term scalability rather than short-term implementations.
This phase has been centered around fixing and restructuring the character preview system — specifically how UI, meshes, and animation data interact inside Unreal Engine 5.4.
The character preview system wasn’t behaving consistently:
This created a chain reaction where UI preview, animation playback, and mesh proportions all conflicted.
Using a Mixamo-based skeleton with MakeHuman meshes required:
Small inconsistencies here break everything downstream.
The preview system itself needed adjustment:
This is one of those systems where visual bugs often come from underlying data inconsistencies.
Animations imported from Mixamo required cleanup:
This is especially important early — animation pipelines become painful to fix later if the foundation is wrong.
I’ve also been integrating AI (Claude) into the workflow — not as a game feature, but as a development tool:
Used correctly, it acts more like a second set of eyes than a replacement for engineering.
This is part of a broader foundation phase.
Instead of building forward on unstable systems, I’m:
It’s slower upfront, but prevents exponential problems later.
Magickness™ is a discovery-driven MMORPG built around:
This stage is focused entirely on making sure those systems can actually support that vision.
If you want to see the actual implementation and issues in real time:
If you’re working with UE5 + Mixamo + custom meshes, I’d be interested to hear how you’re handling pipeline consistency — especially around preview systems and scaling.