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THE MAKING OF / 001

IN DEVELOPMENT

Beasts of Burner

Kitchens on the backs of giants. Everything is on fire.

3DCOOKING · PARTYWEB
Play in browser burner.conqrex.com OPENS IN A NEW TABExplore the 3D assets ↓

WEB PREVIEW AVAILABLE Desktop downloads are not currently offered on this site.

Four animal chefs working in the wooden kitchen on a giant green tortoise
Greenmeadow / the tortoise kitchen, assembled and in playACTUAL GAME CAPTURE

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.

Early kitchen prototype with blockout counters, cooking stations, and red and blue placeholder chefs
Early playable kitchen / blockout counters and placeholder chefs

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 twelve animal chefs standing together on a neutral background
The cast / twelve authored chef models

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.

The colourful carpeted kitchen of the camel world during a cooking shift
Spice Dunes / a distinct world, a distinct rhythm

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.

The tortoise kitchen in play with cooking orders and a timer around the edge
Greenmeadow / gameplay and interface in the same frame

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.

The dragon world kitchen glowing above lava during gameplay
Emberdeep Caldera / the dragon kitchen in play

SAME WORLD. A LOT OF SMALL DECISIONS.

A kitchen takes shape.

From a playable kitchen prototype to the assembled world.

Early kitchen prototype with blockout counters, cooking stations, and red and blue placeholder chefs
THEN Early playable kitchen / blockout counters and placeholder chefs.
The tortoise kitchen assembled with counters, cooking stations, characters and the game interface
NOW A playable kitchen, with a world around it.

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.

BEASTS OF BURNER / ASSET EXPLORER21 ORIGINAL MODELS
Models from Beasts of Burner, ready to explore in 3D
FROM THE GAME. INTO YOUR HANDS.

Choose “Explore in 3D” to open the collection.

DRAG TO ORBIT · SCROLL OR PINCH TO ZOOMKEYBOARD: ARROWS TO ORBIT · + / − TO ZOOM · HOME TO RESET

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

Twelve stylised animal chef models in a group portrait
CHARACTERS / SCULPT + RIG

Meet the kitchen crew

Twelve personalities, one shared rig and animation set.

Rendered collection of colourful cooking stations, sinks and counters
KITCHEN / SCULPT RECIPES

A kit that cooks

Stoves, sinks, prep stations, and counters built to belong together.

A grid of authored ingredients and meals including vegetables, bread, fish and desserts
KITCHEN / SCULPT + CANVAS

From ingredient to order

The food family spans raw ingredients, prepared pieces, and plated dishes.

The finished tortoise model with a golden shell and a wooden kitchen deck
WORLDS / SCENE + SCULPT

The tortoise of Greenmeadow

A shell becomes a deck. A deck becomes a kitchen.

The crab world kitchen in a coastal setting during a cooking shift
WORLDS / SCENE AUTHORING

Saltwind Coast

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

The dragon kitchen above the glowing lava of Emberdeep Caldera
WORLDS / SCENE AUTHORING

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.

01

WORLD 01 / THE TORTOISE

Greenmeadow

Hoedown · G major · 118 BPM

1:13 · ORIGINAL GAME AUDIO
02

WORLD 03 / THE CAMEL

Spice Dunes

Karşılama · 9/8 · A hicaz

1:16 · ORIGINAL GAME AUDIO
04

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.

0:30 · ORIGINAL GAME AUDIO

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.

01
ENGINE TOOL + PROJECT TOOLING

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.

IN THIS GAME

Kitchen stations, counters, and props.

02
ENGINE AUTHORING TOOLS

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.

IN THIS GAME

Textured characters and shared chef animations.

03
ENGINE TOOL + PROJECT TOOLING

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.

IN THIS GAME

World themes, final-orders cues, and stingers.

04
BUILT FOR THIS PROJECT

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.

IN THIS GAME

The real captures throughout this story.

05
ENGINE TOOL + PROJECT TOOLING

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.

IN THIS GAME

Repeatable play sessions that inform framing and game balance.

Meet the engine’s authoring tools

06 / IN MOTION

A little kitchen.
A lot going on.

Watch the automated crew take a shift.
Real gameplay, straight from the game.

A shift in Greenmeadow10-second bot gameplay excerpt · 1080p · silent loop

Your turn in the kitchen.

Meet the beasts. Choose your chef. Get cooking.

Play at burner.conqrex.com