The Soviet factory.
Assembly halls fill the left of the frame. Two stacks and a pair of cooling towers mark the power plant on the right. The site plan shows how the workshop yards and outlying buildings fit together.
ASH MERIDIAN / VISUAL ATLAS
Move from the factory panorama to the workbench, then inspect vehicles and individual assemblies. These are project captures and visual explanations of the design.
Photos from the ZIL factory project.
See the whole factory on the plan ↗Assembly halls fill the left of the frame. Two stacks and a pair of cooling towers mark the power plant on the right. The site plan shows how the workshop yards and outlying buildings fit together.
Beyond the factory gate, another shift begins. Homes, streets and everyday lives give this industrial world a scale that cannot be measured in machines alone.
HOMES / STREETS / EVERYDAY LIFERows of machine tools run between the columns of B10. From the aisle you can see the workstations, overhead lighting and the space around each machine.
B10 / MACHINE TOOLSThe gantry spans the apron beside the tracks. A truck can pull alongside a flatcar here so its load can make the next part of the journey by rail.
B19 / CRANE AND SIDINGSSilhouette, hull, running gear, equipment. The wider picture gives way to individual details. We want vehicles to have a tangible story, from their creation to their work and return.
STRUCTURE / COMPONENTS / CONDITIONA work shift. A driver in a cab. A crew behind armour. People give this entire chain its meaning. Through them, decisions carry weight and consequences become understandable.
WORK / CREW / CONSEQUENCESEvery result has a source, a cost and a journey.
Follow the story of one machine.
A machine begins with ore, energy and human effort. It must be assembled, equipped, fuelled and delivered. After the battle, you must decide what can be recovered.
AN EXAMPLE: THE JOURNEY OF ONE MACHINEExtraction → transport → storage
Processing → metal → components
Hull + components + labour
Crew + fuel + ammunition
Route + transport + time
Combat → consumption → condition
Recovery → inspection → repair or dismantling → return of vehicles and usable components
В этом примере машина проходит весь путь: материалы поступают в производство, цеха создают детали, сборка соединяет их, экипаж получает подготовленную технику. Доставка связывает этот труд с действиями на карте.
Выберите сбой выше и посмотрите, какая связь меняется.
An illustration of the game’s design. This explains cause and effect; it is not a recording of a working match or a calculation of game balance.
The vision for General AI:
scout, isolate, apply pressure.
The enemy must gather information too. Reconnaissance reveals the positions of forces and their routes. Decisions should follow what has been discovered, while hidden movement preserves uncertainty.
An attack on supply forces a choice: hold a position, defend the road or find a detour. The outcome can change far from the main engagement.
Exploit an opening, assess the outcome and gather strength for the next move. The pause between attacks offers a chance to restore connections or seize the initiative.
This is how we are designing the opponent. Verified game episodes will be shown in development materials.
Development captures and film artwork.
From a panorama to a single detail.
Development captures and film storyboard illustrations. Each caption explains what is shown; the exact build is unconfirmed for some archive images. Open an image to inspect the detail.
Images for this topic are still being selected. Available images can be explored in the other gallery categories.
Wide views / factory / vehicles / people