AetherForges

AetherForges Interactive · Amsterdam · est. 2016

We build worlds that remember you were there.

Forty-three developers. One studio on the Fred. Roeskestraat. A single, stubborn conviction: a role-playing game should feel less like software and more like a place you once lived.

Enter the studio
II

Studio Philosophy

The studio began in the winter of 2016, when six developers left larger houses in Utrecht and Stockholm and rented a cold-water workshop above a bicycle repair shop. The first eight months produced nothing shippable — only a lighting engine, a folder of maps, and an argument about doors that lasted three weeks. We consider all three foundational.

What we learned in that workshop still governs everything on this floor: worlds are not assembled from features. They accrete, like sediment, from thousands of small decisions that each answer the same question — would this exist if no player were watching? The tavern ledger nobody reads is written anyway. The mountain pass has weather whether or not you cross it.

We ship rarely. We cut generously. We would rather release one place worth returning to than five worth forgetting.

“The player should never catch the world performing for them.”

— Mirre Aldenhoven, Creative Director

How a world
gets made here

Select a stage to open its dossier.

01 — Excavation

Before a single asset exists, a small strike team spends eight to twelve weeks digging for the world's central tension. For Vessel of Ash it was a question — what does a kingdom owe its dead? — found in week nine, taped to the wall, and never taken down.

Team of 5 · 8–12 weeks · Output: one sentence and a map

02 — Blocking

Grey-box geometry, placeholder combat, and a traversable slice of the world within ninety days. Nothing is beautiful yet, and that is deliberate: we test whether the place is worth walking through before we decide what it looks like.

Team of 12 · 1 quarter · Output: the First Walk build

03 — Accretion

The long middle. Environment art, systems, quest architecture, and the thousand invisible ledgers grow in parallel. Every fortnight the entire studio plays the current build together on the big wall — the ritual we call the Gathering.

Full studio · 18–30 months · Output: a living world

04 — Tempering

Feature-complete is where our real work starts. Six months of pacing passes, performance budgets, accessibility audits, and the ruthless cutting of anything the world does not need. Roughly a fifth of finished content dies here. It always hurts. It is always right.

Full studio · ~6 months · Output: the shipping candidate

05 — Release

Launch day is quiet at the studio — the loud part happened months ago. We stay with a world long after release: two years of free chapters for Vessel of Ash and counting. A place you once lived deserves a caretaker.

Live team of 9 · years · Output: a place that endures

Technology Lab

Everything below was built in-house because the shelf did not sell what our worlds required. Hover an instrument to read its file.

A lone armoured knight on a rocky outcrop overlooking the fortress city of Vessel of Ash, its spires rising against snowbound peaks
World Building

Kingdoms with paperwork

The city above is Aldersgate, capital of the Vessel of Ash setting. Before an artist painted a single spire, the world team wrote its water rights disputes, its funeral guild's fee schedule, and the reason the eastern bridge was never finished. Players will encounter almost none of this directly.

They will feel all of it. Coherence is not a feature you add — it is the residue of decisions taken seriously.

Internal lore corpus
1.1M words
Named regions
34
Historical timeline
2,300 years
Doors that open
All of them

Concept Art

Every character begins as graphite. Drag the seam to move between the sketch pass and the pigment pass.

Concept artist at a pen display refining armour studies, walls covered with character and environment plates
Sanne de Wit, principal character artist, mid-way through the Warden armour cycle — plate 61 of 89.
Performer in a marker suit holding a lunge on the AetherForges capture stage, live skeleton solving on the wall display

Motion Capture

Volume B occupies the old loading bay: fourteen metres of clear floor, thirty-two cameras, and a wall display that solves the skeleton live so performers can watch their character breathe in the same second they do.

Our stage direction rule is borrowed from theatre — capture the intention, not the choreography. A tired soldier walks differently from a frightened one at identical speed, and Marrow keeps that difference all the way into the build.

marrow · live solve · 120 fps

Audio Design

The score for Vessel of Ash was recorded with a nine-piece string section in a deconsecrated church in Haarlem, then dismantled into stems that Vane reassembles against the weather. Run your cursor across the waveform.

Featured Projects

Behind the Scenes

A Tuesday on the floor, as recorded by the studio log.

The AetherForges studio floor at golden hour — rows of workstations under the studio wordmark, the Amsterdam skyline through the glass wall
The floor at Fred. Roeskestraat 115. The plants are Ruben's. The espresso machine is everyone's.
  1. Build farm finishes the nightly. 4,118 tests green, one flaky physics test quarantined and publicly shamed.
  2. World team stand-up. The eastern bridge is still unfinished. This remains canon and policy.
  3. Volume B: stunt day. Falls, vaults, and one improvised bow that will absolutely ship.
  4. The Gathering — whole studio plays the current build on the wall. Notes are taken. Ale ledger confirmed empty, as simulated.
  5. Audio team A/Bs storm mixes with the lights off. Passers-by assume a séance.
  6. Floor empties toward the ferries. The build farm resumes its quiet night shift.

Developer Journal

Chapter Three and the problem of thaw

Melting a glacier in real time sounds like a rendering problem. It is actually a level-design problem, an economy problem, and — as of last sprint — a funeral-guild problem. Notes from six months of controlled flooding.

— Mirre, Creative Director

Why our doors all open

The three-week door argument of 2016, finally written down. What a locked door promises, what a fake door steals, and the render budget we pay to keep that promise on every street in Aldersgate.

— Joost, Studio Technical Director

Recording a church at 4 a.m.

Room tone is the sound a space makes when it thinks nobody is listening. How forty minutes of a sleeping church in Haarlem became the emotional floor of the entire score.

— Femke, Audio Director

The fifth that dies in Tempering

We cut a finished region from Vessel of Ash eleven weeks before launch. Two years later, here is what was in it, why it had to go, and where its best ideas quietly resurfaced.

— Sanne, Principal Character Artist

Careers

Forty-three people, eleven nationalities, one floor. We hire slowly, pay properly, and do not crunch — Tempering is scheduled, not survived. Four-day on-site core, Fridays wherever you think best. Relocation to Amsterdam supported end to end, visa included.

Frequently Asked

It is in Tempering now. We announce dates only when the shipping candidate exists, which historically means an announcement eight to ten weeks out. The Journal is always the first place to hear.

We are independently owned by the people who work here. Thornwake's success bought that independence and we guard it. We partner on distribution and localisation, never on creative direction.

Twice a year we open the floor — including Volume B — for a public evening announced in the Journal. Outside those dates the floor stays quiet; a shipping world needs one.

No, and for legal reasons unsolicited design documents are deleted unread. If you want to shape our worlds, the honest route is the Careers section above.

Not currently. They are load-bearing and opinionated, and supporting external teams would cost the focus they exist to protect. We do publish technical write-ups in the Journal.

Two paid placements each year, one in art and one in engineering, run with Dutch and EU universities. Applications open every September via the Careers address.

Send up
a signal.

Studio

AetherForges Interactive
Fred. Roeskestraat 115
1076 EE Amsterdam
Netherlands

Lines

contact@aetherforges.pro
+31 20 794 6382

Elsewhere

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