A small studio making one big game, and a smaller one beside it.
We're building Valdris — a VR action-MMORPG for Meta Quest 3 where a city grows through what players do — and Bestiarium, a small naturalist's field-book for iOS, Android, and Steam.
We build out loud, fortnightly. This is where we write down what we made, what we broke, and what comes next.
One pair of hands directs. The code is written by AI.
Studio Vellum is small — one person directing, with an uncommon collaborator. Every game here is ours to imagine, design, and decide, and every line of its code is written by AI, working to those plans. It is a strange, quiet way to build, and it is working: two games are standing because of it.
What code can't do is draw, sculpt, or sing.
We lean on free assets from the Unity Asset Store, and they carry us a long way. But if you would enjoy lending real craft to a small, honest project, there is a bench here for you. No salary yet — this is a passion project, built out loud — but the work is real and the credit is yours.
Graphics & 2D Art
UI, illustration, the hand-drawn look
3D Modeling
Props, characters, the world of Valdris
Sound & Music
Ambience, score, the feel of a place
Have a craft to lend — or simply an idea for a game? Every idea is welcome here.
The first quest in Valdris plays from first word to last: take a message from Argo, carry it across the city to Gareth at the forge, come back. And for the first time the reward is real — experience, coin, bread, and a step up in how the city sees you. Around it, three quiet panels that finally tell you where you are and what you carry.
by the studio · 4 min read
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Unity Game view, play mode · the first quest accepted from Argo · objective, player, and pack panels live · the HUD reads in six languages
A city you can walk is a fine thing, but a city gives you nothing to do until someone in it asks something of you. This fortnight, someone did. Argo — the first of the eight to find his voice — stops you, asks you to carry word to Gareth at the forge, and waits. You cross the rings, you deliver it, you come back. It is the smallest loop a quest can be. It is also the first time Valdris has asked anything of a player and made good on the answer.
An errand you can finish 01 / 02
Three steps, and every one of them does what it says.
+The loop closes. Speak to Argo and the quest is yours. Find Gareth across the city and the errand reports its progress. Return to Argo and it completes — the first request in Valdris a player can see through from first word to last. Quest
+The reward actually lands. Fifty experience, a hundred Vael, two loaves of bread, and a step up in standing — from stranger toward someone the city knows. Not a line in a log this time: it arrives in the player, in the purse, in the pack. Quest · Reward
→One toast, not a stack of them. Earn two loaves and the game says so once — +2 Bread — instead of stuttering +1 twice. A small courtesy, but the kind that makes a reward feel given rather than counted. Polish
Something to read while you play 02 / 02
A quest you can't follow is just wandering. So the same fortnight gave the player three panels that stay with them, and a way for the world to speak up when something changes.
+The objective, always in view. A panel sits low and centre with the quest's name and its steps — a check on what's done, a marker on what's next. You always know what Argo asked of you. HUD
+Your own state, bottom-left. Health that shifts colour as it falls, stamina that drains and quietly refills, your level and the climb to the next. The first honest read on how you're doing. HUD
+What you carry, bottom-right. A short inventory with your Vael balance along the foot of it — so the reward you just earned is right there to see. HUD
→The world can speak up. A notification line fades in at the top for the things worth a glance — a quest accepted, a reward earned — then fades out again. It used to be a line in a log nobody could see. HUD
+It reads in six tongues. Every word the HUD shows now passes through the same translation table as the dialogue — Dutch and English first, the rest behind them — so the interface speaks the same languages the characters do. Localization
→Fonts and small icons, set properly. A display face for headings, a clean one for the HUD, and fallbacks that draw symbols and Japanese without holes. Eight small hand-set icons — heart, coin, sword, shield, pack, scroll and the rest — sit in the panels where words alone read thin. Type · Icons
+The coin has its name. The currency is Vael now, everywhere — renamed in one sweep across the whole codebase, the interface, and our own notes, so nothing calls it anything else again. Economy
From a city you could only walk to a city that asks something of you — that's the line we crossed this fortnight. The errand is small on purpose; the machinery beneath it is not, and the quests after this one cost far less now that it stands. Next come more voices to ask more of you, and a reason to cross every ring.
Until then. Sword in hand. A word to carry.
— Studio VellumGAMES
Heerhugowaard · 1 June 2026
Earlier letters
DISPATCH · 30 MAY · THE EIGHT FIND THEIR VOICES
The figures in the heart begin to speak.
Eight founders stood silent in the golden core of the city. Seven of them found their words this fortnight — Argo already had his — each in a voice of their own, and each holding something back. The secrets only open once you've earned their trust, and some only in winter, or after dark.
by the studio · 4 min read
Dramatis Personæ
The Eight of the Golden Core · Valdris
GarethMaster smith · blunt, a hammer in every metaphor
LysaAlchemist · soft-spoken, herb-smoke and half-thoughts
Elder VossTown elder · long sentences, a dry humour
BramKeeps the Falling Star · warm, full of gossip
KiraTrade-guild master · short words, sharp eyes
TorinCity watch · alert, dutiful, far from his pack
DaelCity planner · forward-looking, full of drawings
ArgoThe first voice · and now, an errand to give
Manuscript · the eight founders and the register each speaks in · the turquoise mark notes a voice still keeping secrets · placeholder, pending portraits
When we first walked through Valdris, eight figures stood in its golden heart and said nothing. They were placeholders for people. This fortnight they became people — or began to. Seven of the eight found their voices, and the eighth, Argo, already had his. None of them speaks like the others, and none of them tells you everything at once.
Eight people, eight voices 01 / 02
Each of the founders speaks in a register of their own — and each keeps a door closed until you've earned the right to open it.
+Gareth, the master smith. Blunt, and never far from a hammer for a metaphor. Stay long enough and he'll tell you whose blades his grandfather forged. NPC · Dwergar
+Lysa, the alchemist. Soft-spoken, all herb-smoke and half-finished thoughts. There's a song the women of her line sing — but only after dark, and only for those she trusts. NPC · Sylvari
+Elder Voss, eldest of the town. Long sentences, dry humour, and a memory of when Valdris was twelve houses and a well. NPC
+Bram, who keeps the Falling Star. Warm, generous, full of the inn's gossip — including a guest who travelled with a crow, for those who think to ask. NPC
+Kira, the trade-guild master. Short sentences, sharp eyes. She signed her first contract at nine and hasn't softened since. NPC
+Torin, of the city watch. Alert, dutiful, a Feralis far from the pack he lost — the city is his new one now. NPC · Feralis
+Dael, who plans what the city becomes. Forward-looking, full of drawings — and one tunnel beneath the streets he won't quite explain yet. NPC
+Argo, who spoke first. The one whose errand you can already run — and the thread the others quietly knot back to. NPC
The work behind the words 02 / 02
Giving eight people their voices is more than writing eight scripts. It is writing them so they hold up in six languages, never repeat themselves into loneliness, and survive an honest mistake or two.
+Every line, in six tongues. Each of the eight carries a full script, and each line is written in six languages — Dutch, English, German, French, Spanish and Japanese. That came to over nine hundred translated lines this fortnight alone. Localization
→No more lonely voices. A character with a single line for a given moment would say only that line, forever. They now reach into the next register when their pool runs thin, so the city stops sounding like a recording. Dialogue · fix
!One honest misstep. A clever shortcut we tried for wiring up the dialogue quietly corrupted the assets it touched. We caught it, rolled it back, and the writing tools are simpler — and safer — for the scar. P1 · fixed
→Some threads, left dangling on purpose. Three of these voices quietly tie to one another, and to things you can't reach yet. We've written the knots down where we keep our secrets — and that's all we'll say. Design
A city you can walk became a city that can talk back. There's a long way to go — these are first words, not final ones, and most of what the eight know is still behind a door you haven't earned. But the heart of Valdris isn't silent any more.
Until then. Sword in hand. An ear to the square.
— Studio VellumGAMES
Heerhugowaard · 30 May 2026
DISPATCH · 29 MAY · THE FIRST WALK
Tonight, we walked through Valdris.
No prefabs, no sound, no NPC minds yet — but a city you can recognise, and stand inside. A golden core with eight figures at its heart, seven rings of shops and homes around it, green ground underfoot, and fog softening the horizon. It builds itself from data. And for the first time, it is a place.
by the studio · 4 min read
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Unity Game view, play mode · the city generated entirely from its layout data · placeholder blocks, real layout · figures stand in the golden core
For weeks Valdris has lived in spreadsheets, schematics, and a city editor you could click but not enter. Tonight that changed. We put the headset on, pressed play, and walked — down a street, past the shopfronts, into the golden heart of the city where eight figures stand. It is rough in every way a thing can be rough. It is also, unmistakably, a place.
On foot for the first time 01 / 02
Nothing in the scene is placed by hand. The whole city assembles itself from the layout data — so the moment we add a plot, it appears in the world. That is the part that matters: the bridge we built last week now carries weight.
+The city builds itself from data. A golden core at the centre, seven concentric rings of shops and homes around it, all generated from the layout data — no hand-placed objects. Add a plot, and it is simply there. World
+Green ground, and fog that softens the horizon. Linear fog lets the far rings fade out instead of ending in a hard edge. It is the first time the world has felt like it has distance. World
+Eight figures stand in the heart. The original founders of the city, placeholders for now — and beside them, a handful of smaller, light-blue figures: the youngest citizens of Valdris, marked out but not yet named. World
+It is enough to point at. No materials, no voices, no minds — but enough that we can show someone the headset and say this is what we are making. That has never been true until tonight. Milestone
Quietly, under the hood 02 / 02
The same night carried a stack of less visible work — the kind that never shows in a screenshot but decides whether the game is fair, and whether it survives contact with real players.
→Anti-cheat reads the real weapon. Damage is now pulled from the attacker's equipped weapon slot instead of a hardcoded base value — closing a gap that would have let a fast client lie about its hits. Anti-cheat
→Your purse follows you between devices. The player economy now binds to the player ID at login, so your Vael balance no longer goes missing when you switch headsets. Economy · fix
→Bans are wired to the backend. Admin bans now route to the PlayFab backend, ready to go live the moment that SDK is in production. Backend
+Admin roles, five tiers deep. From Support to Super Admin, each with its own permissions, and built to detach cleanly — so a future web dashboard (admins work outside VR) can sit on top without rework. Tools
+Comfort settings are live. Teleport locomotion sits in the menu, and a vignette closes in automatically during smooth movement and snap-turns — the groundwork for long sessions on a Quest 3 without motion sickness. Comfort
+A snapshot tool, so we can show our work. Late in the evening we added a small in-editor capture tool — frame a shot, save a clean image. Every screenshot in these letters from here on comes straight out of it. Tools
A city you can stand inside, built from nothing but data and a long evening. Next come painted streets — real cobblestone and brick in place of coloured blocks — NPC models that look like people, and the first lines of dialogue, because a city without voices still feels empty.
Until then. Sword in hand. Boots on the ground.
— Studio VellumGAMES
Heerhugowaard · 29 May 2026
FIELD NOTE · 28 MAY · BETWEEN ISSUES
A bridge and a skeleton.
A short note, two days after the first letter — out of the usual fortnightly cadence, but two things stood up that we wanted to write down while the ink was wet. The city editor went from plan to a thing we can click. And a second, smaller game quietly got its bones.
by the studio · 3 min read
Schematic · the nine-ring city as the editor now draws it · roads, gates, and plots, generated to runtime data
Last fortnight we said the city editor's plan was locked and that coding would start this week. It did. Two days later there is a window in Unity where the whole city — nine rings, eight roads, every plot — draws itself, and a button writes it all back to the data the game actually runs on. The same two days gave a second, smaller game its skeleton. So here is a short note, out of cadence, while both are fresh.
At the forge · Valdris 01 / 02
The city editor is no longer a drawing on a plan. It opens, it renders, and you can click it.
+The nine rings render in the editor. Colour-coded by ring, drawn from the live layout data rather than hand-counted in code. What used to live in a source file is now a picture you can read at a glance. Tools
+Plot inspector, first pass. Click a plot, see what it is and what it connects to. Rough, but real — the foundation for tuning the city by hand instead of by recompile. Tools
+The connectivity check runs. It shouts if a ring has no gate in some direction — exactly the silent bug that would have stranded a quarter of the map. It caught two on the first run. Tools · fix
+"Generate Code" writes the layout back to runtime data. The loop is closed: edit visually, generate, run. The bridge between the engine and the world is standing. It needs a coat of paint, but you can walk across it. Architecture
A new skeleton · Bestiarium 02 / 02
We announced the small one last week — Bestiarium, a naturalist's field-book for phones and Steam. Today it stopped being a design document and started being a project. The whole architecture stood up in a day, and the first creature is already drawable.
N° 001 · Lantern-Moth
N° 012 · Hollow Stag
N° 033 · Drift-Lantern
N° 001 · March Hare
placeholder art
The first specimens, drawn in the prototype's own ink. The March Hare is already drawable end-to-end; the rest are placeholder silhouettes standing in for hand-drawn art to come.
+The whole architecture stood up in a day. Project scaffolded, scenes laid out, the full data layer in place. Bestiarium follows the same pattern as Valdris: every creature, biome, site, field note, and binding is a ScriptableObject asset, tuned in the Inspector, no recompile to add content. Architecture
+The sketch canvas works. The heart of the game — drawing a creature stroke by stroke on vellum — has its first spike. Your line is recorded as your line: no smoothing, no correcting. The March Hare is the first creature you can sit and draw, start to finish. Sketch · core
+The save format is written and versioned. One JSON file you own, holding your sketches, your notes, your bound volumes. PDF export is scaffolded behind it. The Pocket Charter — €4,99 once, no ads, no IAP, your book is yours — is carved into the README, where it stays. Save · Charter
That's the short one. A bridge that holds and a skeleton that stands — two days, two games, one pair of hands. The next proper letter is still a fortnight out, and by then the city editor should have its paint and the hare should have company.
Until then. Sword in hand. Pencil in hand.
— Studio VellumGAMES
Heerhugowaard · 28 May 2026
№ 01 · the first letter
№ 01 · THE FIRST LETTER
The studio has a name.
Two weeks of quiet, important work: a reputation system that finally remembers you, a city editor on the scaffolding, and a refactor that means we can ship content ten times faster. Plus the bit where we admit our anti-cheat was reading a hardcoded number.
by the studio · 7 min read
Valdris — CityLayout.unity
Hierarchy
▾⬡CityLayout
▾◷Rings
○Ring 0 · Keep
○Ring 1 · Inner
○Ring 2 · Trade
○Ring 3 · Crafts
○Ring 4 · Outer
▸⛓Roads
▸⚑Gates
▦Plots
Scene
Game
Shaded ▾
Rings 9 · Gates 8 · Plots 412 · connectivity ✓
Inspector
Ring 2 · Trade
RingLayout (Script)
▾ Transform
Radius82plots96
Gates8offset22.5
▾ Ring Settings
BiomeTrade
Road Width4.0
Walled✓
Plot PrefabPlot_Trade ⊙
▾ Connectivity
In-bound4
Out-bound4
Reachable✓
Unity editor · the nine-ring city layout tool · scene view, hierarchy, and the ring inspector
On the twelfth of May the studio had a placeholder name, a half-written brief, and a city built entirely out of code. Two weeks later it has a real name, an identity that fits, and the city is — almost — about to leave the source tree and live in the editor where it belongs. This is the first dev journal we've ever written. We expect them to get less rambling.
We promised to publish what we do, every two weeks, in plain language. So: here is what happened between the eleventh and the twenty-sixth of May.
None of what we shipped this fortnight is the kind of thing a player ever sees directly. It's foundation work. Reputation, data architecture, anti-cheat, a city editor still being built. But every line of it pays a debt the project was quietly accumulating, and the next fortnight is the one where content starts shipping on top.
Shipped 01 / 03
+The reputation system is live. NPCs remember you. Five tiers from Stranger to Bonded, with shop discounts that scale (0% / 2% / 5% / 8% / 12%) and dialogue that quietly shifts as a character gets to know you. Reputation flows through one shared tracker — no more accidental double-boosts when a quest fires twice. Systems · NPC
+The big data refactor. Every piece of game content — items, recipes, enemies, loot tables, NPCs, quests, crops, ores, woods, potions, achievements, titles, mounts, bosses, shops — now lives as a ScriptableObject asset instead of a hardcoded list. New content is tuned in the Unity Inspector. No recompile. No merge conflicts. A designer hire can finally do designer work. Architecture
+City editor — task list locked. Our city has nine concentric rings, hundreds of plots, and roads in eight directions. Until now it was all built by hand in code. The plan for a visual Unity editor is done: colour-coded rings, plot inspector, connectivity check (it shouts if a ring has no gate in some direction), and a "Generate Code" button that writes the layout back to runtime data. Coding starts this week. Tools
+Player-economy now identifies you by name and ID. No more vanishing Vael when you log in from a second device. Economy · fix
+Anti-cheat reads the actual weapon now. The damage validator was checking against a hardcoded base value. It is now wired to the equipped weapon slot, as it should have been from the start. Anti-cheat · fix
+Bans go through PlayFab. Ban actions hit a real PlayFab call now, gated behind the SDK define. Quiet on the surface, important under it. Anti-cheat
+Polish week. Twenty-five deprecated Unity API warnings closed (FindObjectsByType with explicit sort and inactive flags), an old relationship-tracking stub finally torn out of the dungeon generator, and the anti-cheat system verified — it was complete weeks ago but our internal docs still listed it as "missing". Internal notes updated. Cleanup
+The studio has a name. A brand brief. A direction for the website you're reading this on. And a commitment to writing every fortnight — starting with this letter. Studio
"None of what we shipped this fortnight is the kind of thing a player ever sees directly. It's foundation work. But every line of it pays a debt the project was quietly accumulating."
— from this issue
Inspector
Project
⋮
Assets / Data / Items
◈Iron Ingot
◈Oak Plank
◈Healing Draught
◈Barley Seed
◈Copper Ore
◈Linen Bolt
▦Recipe_Plank
Oak Plank
ItemDefinition (ScriptableObject)
▾ Identity
Idoak_plank
Display NameOak Plank
CategoryMaterial
Iconspr_oak_plank ⊙
▾ Economy
Base Value12stack99
Weight0.8
Tradeable✓
▾ Crafting
SourceSawmill
Tier1
Yields FromOak Log ×1 ⊙
▸ Tags (wood, build, common)
Every item, recipe, NPC, and crop is now its own asset — tuned in the Inspector, no recompile. (Reconstruction of the editor view; real screenshots to follow.)
What we admitted 02 / 03
No live players yet, so nothing technically "broke" this fortnight. But a fair journal has to include the bits we found and were embarrassed to find. Here they are.
!The anti-cheat damage validator was reading a hardcoded weapon value. It would have happily let any weapon through, because to its eyes every weapon dealt the same number. Fixed. We feel better. P0 · fixed
!The player-economy lost Vael on cross-device logins. Identity was matched on name only, not on ID. Two months from a live build, we caught it. P1 · fixed
!Our internal docs lied to us. Our project notes listed the anti-cheat as "missing". The anti-cheat had been fully implemented in an earlier session and nobody updated the doc. Reviewed, corrected, and now part of our checklist. Docs · fixed
!An old relationship-tracking stub was still being referenced by the dungeon generator weeks after the real implementation shipped. It silently did nothing. Removed. Cleanup · fixed
!Twenty-five deprecated Unity API warnings piled up in our editor log. We let them. We're sorry. They're gone now, and we've added a build-fails-on-warning rule for the next sprint. P2 · fixed
Coming next fortnight 03 / 03
→The city editor. Plan is locked, this fortnight we build it. Colour-coded rings, plot inspector, connectivity check, code generator. Tools
→Avatar IK. Head and hands tracked in VR, mapped onto the avatar body so your character actually moves like you do. VR · Avatar
→Comfort locomotion. Teleport, smooth locomotion, and a vignette toggle for players who need it. Comfort is a feature, not an afterthought. VR · Comfort
→Proximity voice chat. Photon Voice 2, with push-to-talk and falloff by distance. The tavern will get loud. Audio
On the horizon +
Things we are not promising for next fortnight, but you'll hear them mentioned again:
·A VR quest journal that isn't a flat HUD — something you actually hold and read.
·Mixed Reality events through Quest 3 passthrough — your living room, our world, briefly overlapping.
That's the first one. We're a small team, and we built this fortnight in places no player can see yet — but the next one is where it starts to show. The city editor is the bridge between the engine and the world; once it stands, the rest moves quickly.
If you find your way to this letter early, before there's anything to wishlist, the most useful thing you can do is reply — tell us what you'd want from a VR MMORPG that respects your time. Write to info@studiovellum.nl. We read every one.
Until the next fortnight. Sword in hand. Hammer in hand. World in hand.