Envision and build worlds.
From original vision to concept to prototype, we bring worlds to life with a Rapid Concept-to-Prototype methodology. RedwaterOne is the proof: a drone-command simulation we envisioned, designed and shipped to the App Store — its world, systems and lifelike-behaviours engine carried from first sketch to running code. Be the judge.
Unity / C#
Full custom engine stack
60 fps
On mobile hardware, iOS & Android
14K+
Downloads, shipped on App Store
Concept → ship
Conceived and directed by Massee, built with one contract engineer
A real planet, built in Blender.
Wolf 1061c — a genuine exoplanet 14 light-years away — reimagined as the theatre of operations, lit along its mining canyons.
Wolf 1061c — rendered in Blender by Bart Massee
The engine in motion.
No scripted paths. Hundreds of agents run on probabilistic state machines — the world behaves, it isn't animated.
Self-generative agents — the original demonstrator
Autonomous convoy, finding a path through the city
Real-time lights & pyrotechnics in Unity
Volumetric light studies in Blender
Command, at a glance.
Drone control, weapons and supply, JTAC-style target designation and mission flow — readable under pressure on a handheld screen.
Lima Charlie.
Loud and clear.
Forty-one seconds of live gameplay, exactly as it ships. The soundscape is half the experience — press play with sound on.
Sketched in Concepts, rendered for real.
Two years of concept art on iPad — vehicles, worlds and mission cards that flowed straight into the game's menus and levels.

Drone & vehicle concepts

Character & vehicle sketches

Level layout & mission cards

Mission atmospheres
It is a game — and it is also a working simulation of drone command, autonomous-agent behaviour and operator judgment, built end-to-end in Unity by one studio of two people.
RedwaterOne puts the player in the operator's seat: commanding a drone fleet from a top-down radar view, protecting convoys, weighing every strike against its collateral cost.
A custom simulation engine, built at speed — where the whole world runs on probability, not scripted choreography.
What RedwaterOne demonstrates
01
Operator UX for complex unmanned operations
Intuitive fleet command on a handheld screen: drone control, weapon and supply systems, JTAC-style target designation, mission flow — readable at a glance, operable under pressure.
02
Autonomous agents at scale
The LifelikeBehaviours engine runs hundreds of autonomous agents on probabilistic state machines — no scripted choreography. The world behaves; it isn't animated.
03
Mission systems, shipped
Convoy logistics, weather, shields, scoring, win/lose logic and performance budgets — a complete systems architecture delivered at 60 fps on consumer mobile hardware, designed by Bart Massee and engineered in C# with partner Sebi Velciu.
04
Judgment and responsibility by design
A CollateralTracker makes every decision accountable; an EmpathyEngine makes its weight felt. Built on 15+ years following safe-AI and autonomous-systems research.
Engineered in Unity, end to end
Not a prototype. A complete, shipped C# codebase — clean architecture, data-driven systems and a custom behaviour engine, tuned to hold 60 fps on consumer phones.
- Manager-based singleton architecture — mission, score, audio and AI systems decoupled through a central
GameEventsbus of C# delegates - LifelikeBehaviours engine — hundreds of agents on probabilistic state machines, object-pooled and ticked globally; emergent behaviour, zero scripted paths
- ScriptableObject data layer — weapons, missions and agents defined as data, not code, and tuned without recompiling
- Mobile performance budget — pooling, a render-texture zoom camera and Perlin-driven weather holding 60 fps on iOS & Android
Concept in-house, execution on demand. The vision, concept and engine principles are Bart Massee's — a lifelike-behaviours model he pursued for years and prototyped himself in GameMaker, along with the art, sound and systems. Execution he spins up to fit the work. For RedwaterOne he briefed contract programmer Sebi Velciu to build the core engine in C# — and Sebi delivered: clean, systematic code, and the object-pooling that holds 60 fps across hundreds of real-time lights on a phone. Under that direction the simulation outgrew the game it began as and became a reusable Unity engine. Today the same model moves faster still — strategic concept and engine design from Massee, execution assembled from modern code and AI engines and the right specialists.
The making of RedwaterOne.
The designer's cut by Bart Massee — a decade from a GameMaker prototype to a full Unity / C# simulation engine, built with code partner Sebi Velciu. Eleven minutes, sound on.
Concept in-house. Execution on demand.
Bart Massee originates the vision, the concept and the engine principles, then assembles execution to fit the work — specialist contractors and, increasingly, modern code and AI engines. RedwaterOne is the model in action: Bart conceived the world and the lifelike-behaviours engine, prototyped it himself, and briefed a contract programmer to build it in C#.
Sebi Velciu
RedwaterOne — Lead Programmer · C# / Unity
Brought on as RedwaterOne's contract programmer, Sebi turned the engine vision into clean, systematic C# — and the object-pooling that holds 60 fps across hundreds of real-time lights on a phone. A decisive contribution to a shipped engine, and the reason the simulation could grow the way it did. The teamwork, and the making of RedwaterOne, was the rocket launch to Sebi's post-graduation career.
Thirty minutes, one demo. Let's talk.
Bart Massee
Massee Design — Netherlands
bartmassee@gmail.com
Phone
+31 6 8120 6196