THE MAKING OF / 001
IN DEVELOPMENTBeasts of Burner
Kitchens on the backs of giants. Everything is on fire.
WEB PREVIEW AVAILABLE Desktop downloads are not currently offered on this site.
THE WORLD WE SET OUT TO MAKE.
Build the beast.
Bring the kitchen
to life.
What if the kitchen itself were alive? Beasts of Burner puts tiny animal chefs on the backs of colossal creatures. Making that idea playable meant connecting the world, the characters, the food, the music, and the rules of a very busy kitchen—all inside Conqrex.Engine.
Play the browser preview, or explore how the game was made. Linux desktop builds are part of development; no desktop download is offered on this site.
- Beast worlds
- 6
- Authored shifts
- 24
- Animal chefs
- 12
01 / THE JOURNEY
From the first shape
to a world in motion.
From a creature-shaped blockout to a busy kitchen. Follow the art, sound, and systems as they come together.
THE IDEA & THE FIRST KITCHEN
Start with a kitchen to play in.
The first playable used blockout counters, simple cooking stations, and two placeholder chefs. It established the kitchen layout before the animal cast, finished materials, and creature worlds were brought together.
- Made with
- Scene authoring · gameplay prototyping
- What changed
- A kitchen layout with stations and placeholder chefs, ready for iteration.
Behind this step
This original development capture shows the early kitchen with simple counters and two placeholder chefs. Later captures replace those shapes with the finished stations, animal characters, and tortoise world.

THE CHARACTERS & THE CRAFT
Make a family of parts.
The game needs more than one good-looking chef. Twelve animal characters share a skeleton and fifteen animation clips. Kitchen stations and food are built as reusable families, with the same rounded proportions and material language.
- Made with
- Sculpt · Canvas · Rig · game-specific modelling recipes
- What changed
- A consistent cast and a kit of parts that can populate six worlds.
Behind this step
The character documents describe the shared rig and animation set. Rendered contact sheets show the twelve chefs, the kitchen stations, and the ingredient family together, making differences in scale and style easier to inspect.

THE SOUND OF EACH WORLD
One tune. Six different journeys.
A recurring melody ties the game together. The tortoise gets a hoedown; the camel world turns it into a 9/8 dance; the dragon brings tarantella rock. Separate final-orders loops raise the tempo when the kitchen gets busy.
- Made with
- Music Studio · original composition and mixing scripts
- What changed
- World themes and 30-second final-orders cues, kept as editable songs.
Behind this step
The melody is arranged separately for each world in editable Music Studio song documents. Exported loops carry those arrangements into the game; listen to four of them below.

PLAY, MEASURE, REFINE
Make room for the chaos.
A busy kitchen needs a readable screen. Automated chefs run repeatable shifts, helping tune the framing, the order cards, and the space around each station. The same scene can be played again after every change.
- Made with
- DesignLab · repeatable captures · gameplay measurements
- What changed
- Clearer HD and phone framing, with cooking stations given more room on screen.
Behind this step
A campaign of 2,304 automated shifts covers 24 levels, four crew sizes, and 24 seeds. Comparing those runs helps the team refine camera framing and balance the cooking routes.

BRINGING IT TOGETHER
A world you can run.
The authored scenes, scripts, models, and audio come together in the shared Player. The project has web and Linux desktop exports, carrying the same game into a browser and a native window.
- Made with
- Conqrex Player · project export pipeline
- What changed
- The same authored game, playable in a browser and on Linux desktop.
Behind this step
Scenes, scripts, models, and music are packaged together by the export pipeline. Open the browser build to explore the kitchen for yourself.

02 / THE 3D STUDIO
Pick a piece.
Look a little closer.
The actual models that make up the game.
Turn them around, try the animations, and explore how they’re built.
Choose “Explore in 3D” to open the collection.
- Triangles
- —
- Materials
- —
- Animations
- —
03 / ASSET LIBRARY
A world, piece by piece.
Meet the cast. Inspect the ingredients. Actual asset sheets and rendered scenes from the project.
6 asset collections

Meet the kitchen crew
Twelve personalities, one shared rig and animation set.

A kit that cooks
Stoves, sinks, prep stations, and counters built to belong together.

From ingredient to order
The food family spans raw ingredients, prepared pieces, and plated dishes.

The tortoise of Greenmeadow
A shell becomes a deck. A deck becomes a kitchen.

Saltwind Coast
The crab world brings a coastal palette to the same cooking system.

Emberdeep Caldera
Warm light, dark stone, and a kitchen carried over lava.
04 / SOUNDTRACK
Every beast
has a rhythm.
Original music made in Conqrex Music Studio. Press play to hear the worlds, then the heat of the kitchen.
WORLD 01 / THE TORTOISE
Greenmeadow
Hoedown · G major · 118 BPM
WORLD 03 / THE CAMEL
Spice Dunes
Karşılama · 9/8 · A hicaz
WORLD 06 / THE DRAGON
Emberdeep Caldera
Tarantella rock · 12/8 · A minor
THE SAME WORLD / THE HEAT GOES UP
Last orders in Greenmeadow
The tortoise theme lifts to A major and 128 BPM for the final orders.
World themes and higher-energy “hot” loops were composed as separate cues. These listening samples are exported from the game’s audio assets. The music was composed and rendered with the built-in tools, without a local generative music model.
05 / THE TOOLBOX
The tools behind
the tiny details.
The engine provides the studios.
The project adds recipes and workflows for this particular world.
Sculpt, with a recipe book
A small modelling language wraps the engine’s Sculpt operations in reusable shapes: rounded slabs, boxes, lathes, rings, and swept tubes. The same recipes can produce a family of consistent objects.
Kitchen stations, counters, and props.
Canvas & Rig
Painted surfaces give the models their shared material language. A common skeleton and animation clips keep the twelve chefs part of the same playable cast.
Textured characters and shared chef animations.
Music Studio, by arrangement
Composition scripts describe the score, instrument palette, and world styles. Mixing and rendering tools turn the editable songs into the game’s music files.
World themes, final-orders cues, and stingers.
A repeatable camera
A capture tool records the real renderer at a specified simulation tick, with a matching state snapshot. Art and gameplay changes can be inspected in a known scene.
The real captures throughout this story.
DesignLab campaigns
Campaign scripts prepare fixed scenarios, run shifts, and summarize the results. Comparing those measurements makes framing and balance problems visible across levels and crew sizes.
Repeatable play sessions that inform framing and game balance.
06 / IN MOTION
A little kitchen.
A lot going on.
Watch the automated crew take a shift.
Real gameplay, straight from the game.
Your turn in the kitchen.
Meet the beasts. Choose your chef. Get cooking.
