3D prints &
custom creations.
Miniatures for your table. Custom designs for your ideas.
Print-ready files, useful software and independent games.
Printed for your table.
Physical miniature heroes, an encounter pack and terrain, printed for you. All prices shown are for 28–32 mm scale; ask about size adjustments. Order or discuss a custom dungeon set through the enquiry form.
Digital model renders. More tree and rock designs are available; request a varied set of your chosen type. Trees and rocks have a £15 minimum order before shipping (10 trees or 15 small rocks). Shipping is quoted from the listed starting price. Checkout is not connected; enquire to order.
Custom miniatures
& terrain.
Custom miniature and terrain printing, with modelling support for buildings and larger terrain projects.
Custom miniatures
Discuss a model, scale and quantity, or enquire about printing a file you already have permission to use.
Terrain built in Blender
Built with our own Blender tools, shaped around your design.
Finishing options
Ask about priming for miniatures or terrain, and simple tabletop ready painting for terrain. We will confirm availability and price with your quote.


Tell us what you need
Share the model or idea, dimensions, quantity and any reference material.
Work through the details
Discuss the design, material, scale and any changes needed for printing.
Agree the scope first
Confirm the specification, price and timing before the work goes ahead.
Practical prints.
Custom sized parts and useful everyday prints. Send measurements or a sketch so we can check fit and material suitability before quoting.
Your design.
Your printer.
Custom STL files to print yourself. Start with an idea, a sketch or a set of dimensions, and we can discuss a model built around your project.
Tell us your printer type and build size so we can discuss clearances, separate sections and print preparation.
Discuss an STL design
Make your next idea work.
A place for your business online, or a tool that makes your everyday work easier. Tell us what you want to build.
Website design
Business websites, portfolios and project showcases with clear layouts that work across desktop and mobile. Discuss your pages, content, forms and hosting.
Discuss your websiteCustom software & Blender plugins
Have a repetitive job or a tool you wish existed? Discuss a Blender plugin, an asset-generation workflow, a practical utility or another custom software idea.
Discuss your software ideaGame assets & interactive systems.
From local AI characters to interactive screens, custom surfaces and weapons. Explore a few starting points for your game.

Local agent development
Tailor model choice, personality, memory, voice and performance around your game. Explore settings for different systems and character roles.
Agent models, settings & voice
Local intelligence built around the character, the game and the machine running it. Choose the model, memory allowance, response style and voice experience together.
Model choice is open-ended
The existing example uses Qwen3.5-2B. Other Qwen models, Llama, Gemma, Mistral, Phi and DeepSeek families are candidates to discuss, alongside another model you already use. The exact version, runtime, licence and hardware fit are checked for each project; this is not a list of pre-integrated models.
Compact local agents
Prioritise a smaller memory footprint and short, responsive character interactions.
Larger conversation models
Explore richer dialogue or longer context where the target system has the headroom.
Vision & specialist models
Discuss visual understanding, specialist knowledge, reasoning or tool use where the chosen runtime supports it.
Fit the game’s requirements
Graphics-first game
Reserve GPU memory for visuals, start with a compact model and modest context, and reduce or disable vision work.
Conversation-focused experience
Allocate more headroom for context and replies, then benchmark the response delay in the real scene.
CPU or shared hardware
Limit processing threads, tune reply length and timeouts, and choose a model suited to the available RAM.
These are configuration approaches, not fixed minimum specifications. Final settings are measured against the project’s frame-time and memory budgets.
Voice input & custom voices
The existing voice interface includes microphone selection, hold-to-talk input, local English recognition, synthetic spoken replies, output volume, speaking speed and speech-processing threads.
- Input controls
- Microphone · V / F8 / F9 hold-to-talkVoice input can be enabled or disabled, with recording kept separate from typing in menus.
- Spoken replies
- Volume 0–100% · speed 0.65–1.5×Tune the current voice’s playback level and pace.
- Speech workload
- 1–4 processing threadsBalance voice work against the rest of the game.
Custom development: discuss original character voices, licensed or custom-recorded voice sources, accents, delivery style, additional languages, voice selection and subtitle presentation. Voice models and speech engines are chosen for the desired sound, response time and target platform.
Illustrative development concept. Agent-only resource figures are examples, not whole-game requirements.

Computer & TV sets
Custom computers, TVs and arcades with your own look, software and interactions. Explore the complete gallery of concepts and project examples.
Computers, televisions, arcades & software
Custom looks outside, custom software inside. Shape the devices, screens and interactions around the world of your game.
Your visual style
Discuss desktop PCs, laptops, televisions and arcade cabinets, with custom housings, materials, screen layouts, themes and branding.
Your software
Build around the apps players need: file browsers, writing tools, notes, calculators, simulated software catalogues, minigames or bespoke gameplay interfaces.
Your interactions
Discuss in-world controls, remote controls, media libraries, laptop mirroring and connections to your game’s systems. Arcade cabinet adaptations and additional games are custom development options.
The complete showcase · 10 images










Concepts and existing project captures are labelled in the full gallery.




Custom textures
Custom surface styles and Blender lighting studies, with quality, customisation and optimisation shaped around your project.
Custom textures & Blender lightmaps
Quality, customisation and optimisation considered together: develop the right surface style, then choose detail and lighting appropriate to the game and its target hardware.
Quality at the right scale
Discuss colour, material character, wear and detail that reads clearly at the intended camera distance.
Custom art direction
Shape palettes, surface patterns and stylised or realistic looks to match your environments and existing assets.
Optimisation by design
Plan resolution, UV layout, texture reuse, atlases, compression and lighting budgets around the target engine and platform.
All eight texture examples








Baked in Blender · three lighting studies
Each study shows the original colour texture, the baked lighting alone and the combined result. These are actual Blender Cycles direct and indirect lighting bakes, with separate texture and lightmap UVs.
Leafy sunlight



Warm window light



Coloured studio light



The supplied bakes are 1,024 × 1,024 and include editable Blender scenes and linear EXR lighting maps. Baked lighting is specific to the scene’s geometry, UVs and lights. It can reduce real-time lighting work in suitable static scenes, with a texture-memory cost.
Choose the finish, then validate the delivery
Discuss seamless tiling, PBR maps, texel density, mipmaps and engine-ready exports as part of your brief. These samples demonstrate AI-generated colour artwork and Blender lighting; seamless edges and a full PBR map set are not supplied or validated here. Final quality and performance are checked against the agreed deliverables.
Eight colour-art examples and three Blender lighting studies.
Custom weapons
Explore the Kar98k in low poly and high detail, with reference views and an animation for each version.
Low poly Kar98k
Low poly model reference views and full animation sequence.











High detail Kar98k
High detail model reference views and full animation sequence.
















Games in development.
A look at the systems and features in development across our games.
Robo, powered locally
A robot companion driven by a local language model, with conversation and in-world responses.
Advanced monster AI
Threats that investigate sounds, react to what they can see and turn encounters into a test of awareness.
Different behaviours
Distinct creature behaviours create varied encounters and reasons to change your approach.
Systems in development
Companion interactions and reactive encounters are being built and refined around the player.
In development · Features may evolve
Queen rooms & colony growth
Shape an underground home with queen rooms and an expanding network of tunnels.
Foraging & resources
Send workers out to forage, bring resources home and support a growing colony.
Enemies & defence
Enemy encounters put pressure on the colony and the routes it depends on.
Natural disasters
Environmental events and natural disasters add changing threats to colony survival.
In development · Features may evolve
Design, printing
& development.
YOURMINIFORGE is an independent UK business working on 3D prints, Blender tools, game ready assets, websites and game development.
Resin and filament printing are used for different projects. AI assisted tools are part of the workflow, alongside modelling, editing and print preparation.
Reviews.
Reviews publish automatically after submission, including low ratings. Names, ratings, titles and review text are public; email addresses stay private.
Let’s discuss
the details.
For a print, include dimensions, quantity and intended use. For digital work, describe the required files, format and scope.
An existing model file should be one you have permission to reproduce. You can also email ethanpiaseckiwork@gmail.com.