FRACTAL BOUQUET
Tools

We develop a powerful suite of assets, frameworks, and tooling to support our endeavors. While most remain private, a few are available to the public. This catalog serves both as a glossary of systems we can deploy and insight into the kind of infrastructure supporting a studio of our scale.

These products are released unapologetically to meet our own production standards and approaches, rather than to suit every generalist workflow. Public offerings are intended for studios with similar needs, or as a window into our tooling practices.

Belle | Maya is our production bridge for Maya workflows — a collection of utilities with an emphasis on real-time asset production. It combines UI operators and a Python API, delivering tools that open new possibilities, save time, and improve precision.

MechOps | Maya is our in-house modular control rig toolkit for Maya. It's a component-based approach to generating reliable animation rigs for real-time and rendering. The pieces are designed as modern components which can be deployed independently or assembled into larger systems, with extensive operator tools and Python API access. Includes a comprehensive biped kit and advanced solutions for all the unique rigging needs the studio has required from unique animals and beasts to mechs and machine assemblies.

Belle | Houdini is Fractal Bouquet’s internal toolkit for procedural asset creation and simulation workflows. It includes digital assets (HDAs), VEX utilities, and node setups that extend Houdini’s native toolset for modeling, effects, and data processing. Designed as a studio bridge, it enables significant effects and procedurals which boost our quality and iteration speed across real-time and rendered pipelines.

Belle | Blender is our production bridge for Blender workflows — a collection of utilities with an emphasis on real-time asset production. It combines UI operators and a Python API, delivering tools that open new possibilities, save time, and improve precision.

MechOps | Blender is our in-house modular control rig toolkit for Maya. It's a component-based approach to generating reliable animation rigs for real-time and rendering. The pieces are designed as modern components which can be deployed independently or assembled into larger systems, with extensive operator tools and Python API access. Includes a comprehensive biped kit and advanced solutions for all the unique rigging needs the studio has required from unique animals and beasts to mechs and machine assemblies.

One of the pillars of any development studio is its base-mesh library — and Fractal Bouquet boasts one of the most comprehensive, clean, and modern collections today. Flawless multi-LOD resolutions and carefully tuned variations provide objectively perfect flow, deformation, and sculpt planning for a wide range of needs. Each rig begins as a maximum configuration — a full skeletal system designed to scale down gracefully for performance while retaining complete corrective, twist, jiggle, damage, and muscle-flex effects.

We approach all characters — from bipeds to beasts to machines — as master base meshes that receive the same production care as finished digital sculptures. Each form is treated as a centerpiece of design and engineering, a perfected foundation that defines our studio’s approach to anatomy, movement, and expressive realism. This library represents the evolving body of forms developed within Fractal Bouquet to date.

Character Cel-Shade Archetypes extends our core Character Archetypes library into the realm of stylized, NPR-based shading. Each model has been refined through topology adjustments, optimized box modeling, and controlled normal weighting to ensure clean, expressive lighting for modern cel-shaded and illustrative rendering.

This collection delivers the foundation for high-quality stylized characters — from anime and cartoon aesthetics to comic and VTuber applications — preserving the same structural precision and deformation excellence as our primary archetypes while tailoring surface behavior for the distinctive clarity and charm of non-photoreal visuals.

Tyra X4 | Unreal Engine is Fractal Bouquet’s internal real-time framework for narrative and character-driven interactive experiences.

Developed as a modular foundation for our own titles, it provides an integrated runtime for party systems, action control, dialogue, UI, AI, and world logic — all built natively in C++ for Unreal Engine 4.27 and 5+.

While designed for our proprietary productions, Tyra X4 also serves as a proof of concept for scalable, authored interactivity — a blend of cinematic precision and dynamic control that defines our studio’s approach to real-time narrative design.

We maintain this framework across modern public engines to stay informed on their limitations and potentials, ensuring comprehensive knowledge and adaptability.

Tyra X4 | Unity is Fractal Bouquet’s internal real-time framework for narrative and character-driven interactive experiences.

Developed as a modular foundation for our own titles, it provides an integrated runtime for party systems, action control, dialogue, UI, AI, and world logic — implemented as a Unity extension using C#.

While designed for our proprietary productions, Tyra X4 also serves as a proof of concept for scalable, authored interactivity — a blend of cinematic precision and dynamic control that defines our studio’s approach to real-time narrative design.

We maintain this framework across modern public engines to stay informed on their limitations and potentials, ensuring comprehensive knowledge and adaptability.

Tyra X4 | Godot is Fractal Bouquet’s internal real-time framework for narrative and character-driven interactive experiences.

Developed as a modular foundation for our own titles, it provides an integrated runtime for party systems, action control, dialogue, UI, AI, and world logic — implemented as a native GDScript/C++ port for Godot. This version is functional but under active expansion toward full feature parity with the Unreal build.

While designed for our proprietary productions, Tyra X4 also serves as a proof of concept for scalable, authored interactivity — a blend of cinematic precision and dynamic control that defines our studio’s approach to real-time narrative design.

We maintain this framework across modern public engines to stay informed on their limitations and potentials, ensuring comprehensive knowledge and adaptability.

Shader+ is Fractal Bouquet’s unified shading foundation — a collection of modular, extensible shader systems that span PBR, NPR, and custom stylized effects.

Each implementation reflects years of R&D in real-time rendering and visual identity design, from atomic utility nodes to full material frameworks.

These libraries define the visual language of our studio — the subtle glow, soft diffusion, and stylized flare that make our imagery unmistakably ours.

Shader+ | Unreal Engine exists as a material function library — pushing the boundaries of Unreal’s rigid material graph.

It provides a complete suite of functions for both production-grade PBR workflows and fully stylized looks. Built natively for Unreal 4.27 and 5+, it merges the precision of AAA shading with the warmth and charm of hand-crafted illustration, creating visuals that often appear “too beautiful to be Unreal.”

Shader+ | Unity focuses on HLSL-based URP pipelines, emphasizing flexibility, modular layering, and lightweight real-time stylization.

It features a range of shaders and includes for URP, tuned to exploit Unity’s strengths in artistic rendering, soft gradients, and painterly lighting.

We rely on Unity when stylization and rendering agility are paramount and as such Shader+ | Unity focuses on beautiful stylization techniques.

Shader+ | Godot is written in Godot Shading Language (GDScript-style GLSL) and represents our closest match to the Unity implementation.

It features a range of shaders that complement Godot's stylized strengths.

We maintain Shader+ | Godot to explore the engine’s creative potential and expand our real-time visual language across platforms.

Shader+ | Blender is a curated collection of node-based shader systems designed for Eevee and Cycles, featuring flexible group setups and geometry node extensions.

It embodies our studio’s philosophy of visual parity between offline and real-time workflows, ensuring that materials previewed in Blender translate accurately into engine pipelines.

Shader+ | Maya provides a suite of Hypershade node networks and material templates used for look development and pre-engine visualization.

It bridges procedural texture creation, Arnold surface models, and custom node arrangements, ensuring consistent rendering results from authoring to export.

Coroutine+ is Fractal Bouquet’s internal implementation of C++20 coroutines within Unreal Engine. It provides asynchronous flow control and cooperative multitasking for gameplay, AI, and animation logic — enabling code to suspend and resume execution without blocking the game thread.

This system supports awaitable tasks, latent chaining, timed delays, and multi-context execution (e.g., on actors, subsystems, or managers), allowing for clean, expressive asynchronous design entirely in native C++.

Developed as a studio-exclusive framework, Coroutine+ maintains feature parity with modern solutions, though we maintain our own version for self-reliance, integration control, and alignment with our internal architecture.

For general-purpose use, we recommend open implementations like UECoro or similar libraries, as Coroutine+ is closely tailored to our proprietary codebase and workflow conventions.

Vector+ is Fractal Bouquet’s internal library of reusable SVG and AI vector assets — an expansive collection built over years of interface design, front-end development, and visual branding. It contains thousands of icons, marks, layout elements, and structural motifs refined through production, forming the visual grammar of our design systems.

Maintained as a single evolving master file, Vector+ functions as both a design archive and a living toolkit — the foundation for consistent, infinitely scalable graphics across all Fractal Bouquet and partner studio projects.

Surface+ is Fractal Bouquet’s foundational library for surface design and texture generation — a curated collection of alphas, inserts, PBR materials, and procedural maps engineered for cross-engine use.

Built from a blend of handcrafted artwork and Substance Designer systems, it provides a unified resource for sculpting, texturing, and material authoring across DCCs and real-time engines alike. Each asset is crafted for precision, adaptability, and aesthetic cohesion — forming the tactile backbone behind our characters, environments, and props.

Substance Painter Library is Fractal Bouquet’s internal collection of reusable smart materials, generators, brushes, and profiles — our foundational toolkit for achieving consistent surface quality and stylization across productions.

Every asset has been developed, tested, and refined through real projects, forming a living library that accelerates look development while maintaining artistic control.

Substance Designer Library is Fractal Bouquet’s procedural core — a curated repository of reusable nodes, generators, and materials that power our texturing and surface pipelines.

It includes modular functions, alpha and noise systems, and full stylized and PBR-ready materials, all engineered for composability and cross-compatibility with Substance Painter. Together, these assets define the procedural backbone of our material creation process.

Unreal Regen is a lightweight utility script that rebuilds Unreal Engine project and solution files directly through the Unreal Build Tool — no editor launch required.

It streamlines the process of adding or removing C++ headers and source files, reducing friction in large codebases and keeping iteration tight. A simple, dependable timesaver for engineers working in deep native Unreal environments.

ZBrush Environment defines Fractal Bouquet’s preferred sculpting and rendering configuration — a complete workspace combining our studio-standard brushes, insert meshes, materials, and lighting setups.

It reflects the visual sculpting language shared across our main franchises: clean forms, balanced surface tension, and stylized anatomy tuned for both illustration and real-time translation.

Optimized for speed and consistency, the environment ensures that every sculpt, whether concept, hero asset, or production-ready form, adheres to the studio’s unified look and tactile identity.