FLAGSHIP MODULE
Real cities, made playable.
World Forge turns a place you love into a game world you can ship: pick a city and a fantasy, get districts, landmark graphs, route networks, a style bible, mission loops, and an engine-ready world plan. Buenos Aires proves it first. The pipeline is city-agnostic by design: the second city is a config change, not a rebuild.
The pipeline
city in, game outCity open data first (BA Data is CC BY 2.5 AR, attribution only), OSM to fill gaps. Wired: barrios, major roads, rail, and shoreline fetched and cached as a separable ODbL-clean module (tools/worldforge-ingest). Google 3D Tiles are architecturally excluded (no offline baking, ever).
District polygons, road/route graphs, landmark point sets: deterministic, testable, engine-agnostic. Wired: the flagship map and the drivable city now render geometry derived from real data, simplified for play.
Procedural block generation from footprints + height rules, art-directed per district. Every successful real-city game compresses and stylizes; 1:1 photorealism is the wrong goal and someone else's product.
The set-pieces get bespoke treatment. For Buenos Aires the city itself publishes LiDAR scans of Casa Rosada, Teatro Colón, Congreso and more (CC BY 2.5 AR): legal, free modeling reference.
The world plan compiles to the target engine: districts to sublevels, routes to splines, specs to import-ready assets. Partial: a flyable Godot greybox compiles from the plan and validates headless; Unreal (primary) waits on an Epic account link.
Store page, signed manifest, packaged build through the same contract every third-party game signs. The pipeline ends on the storefront, not in an editor.
Status is honest and current: “wired” runs today (re-run the ingest yourself: tools/worldforge-ingest), “partial” runs for one engine, “mocked” is a labeled stand-in, “planned” is a declared seam.
Buenos Aires
proof №1Night Circuit: Buenos Aires
A courier helicopter, one night, eight barrios: the first World Forge city proof.
The founder knows it street by street, and its open data is unusually good: attribution-only city GIS, parcel heights, LiDAR-scanned monuments.
Eight barrios and one night prove the pipeline without promising an MMO. Compression and stylization are the discipline every real-city game before us validated.
Swap the geodata, the landmark set, and the palette lanes; keep the graphs, the pipeline, and the publish path. Tokyo, Berlin, Mexico City are config, not code.