Foundry

In plain words: App: Foundry (game builds)

Designed 2 min read 4 glossary terms 14 connected pages
The short version written for the Snayu team

Foundry turns a game idea into a playtested local build another person can reproduce, keeping design, source, imported assets, worlds, game sound, playtests and build receipts.

Why read it: Read before working on game-building, engine integration or game-sound features.
  1. 1Two workflows: build a playable slice, and design world sound bound to game events.
  2. 2Imports visual, music and dialogue bundles from other apps without rewriting them.
  3. 3Does not cover fun judgment, signing, upload, store release or public multiplayer.

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A game idea becomes useful evidence when another person can load the build and try the intended interaction. Foundry keeps the design, source, imported assets, worlds, scenarios, controller observations, and build receipts needed to repeat that experience.

Enter the workshop

Start with the bounded change in Project. What interaction should someone be able to try? Assets admits the exact visual, musical, and dialogue work needed to make it, preserving each producer's contribution.

World assembles the scene, physics, navigation, controllers, and gameplay. World Sound binds sound to events and listeners within that world. Playtest tries an exact scenario; Build seals the local candidate so that the experience can be repeated.

Contract

game.foundry revision 4 publishes game.build_playable_slice@3 and the independent game.design_world_sound@1. The build starts from an admitted design/source/engine contract and may return PlayableBuildBundle@1. Sound starts from WorldSoundBrief@1 plus exact project/world revisions and may return WorldSoundBundle@1. Either can end with exact non-completion.

The PatternsWorkflows place the following proposed semantic SpellsSteps. These contracts are neither DispatcherTraffic Controller capabilities nor delivered implementations.

For a playable slice, the principal build PatternWorkflow takes the project through these SpellsSteps toward PlayableBuildBundle@1:

Spell Work it places
game.bootstrap_project@1 Establish project custody and the pinned engine environment.
game.import_asset_bundle@3 Admit exact producer bundles and create engine imports.
game.assemble_world@1, game.bake_world@1, game.validate_world@1 Assemble, compile, and validate the world candidate.
game.playtest_candidate@1 Try one declared scenario against the exact candidate.
game.balance_from_evidence@1 Propose a bounded successor from attributed observations.
game.build_candidate@1, game.prepare_release@1 Build and freeze the local candidate and its handoff.

For interactive sound, the independent PatternWorkflow takes its admitted layers through these SpellsSteps toward WorldSoundBundle@1:

Spell Work it places
game.import_world_sound@1 Create sound-specific engine imports.
game.bind_world_sound@1 Bind admitted sound to exact world events, states, zones, listeners, and runtime behavior.
game.validate_world_sound@1 Check those sound bindings through their own observations and findings.

Foundry retains the project source/design, scenes/worlds, interactive sound, resources/imports, tests, recipes, playtests, balance evidence, and local candidates/receipts needed to assess the build. Each producer retains the lineage of its visual, music, or timed-language contribution, while engines and store accounts remain external.

The local finish does not establish fun or authorize autonomous project direction, universal sound libraries, public multiplayer, signing, upload, or store release. To use an XR candidate as a lived place, obtain Spectre Habitat and Encounter admission separately.

Revision continuity

Earlier designs and their exact successors

Revision 3 replaced revision 2 with role-qualified music/language inputs and @2 successors to game.build_playable_slice@1 and game.import_asset_bundle@1. Revision 4 adds the independent world-sound PatternWorkflow/record family and advances build/import to @3 for TimedLanguageAssetBundle@2, preserving the frozen @2 meanings. No Portfolio registry or RunJob Record used revisions 2 or 3; there is no executable migration.

Composition Portfolio · Workflow