Independent UK studio
Resin & filament printingCustom Blender toolsTwo game projects
01 / Physical 3D printsMiniatures & pre-made terrain

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.

Showcase models
8 models

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.

02 / Custom printsMade to specification
Custom keep and landscape designed with our Fortress Build Mode and Terrain Builder Studio tools, digital render
Custom Blender toolsDesign render

Custom miniatures
& terrain.

Custom miniature and terrain printing, with modelling support for buildings and larger terrain projects.

A

Custom miniatures

Discuss a model, scale and quantity, or enquire about printing a file you already have permission to use.

B

Terrain built in Blender

Built with our own Blender tools, shaped around your design.

C

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.

Discuss your project
Top-down layout of the hexagonal castle and courtyard
Top-down layoutDesign render
Untextured castle mesh from the overview camera, with surrounding landscape, trees, grass, paths and banners removed
Castle geometryUntextured mesh
Fortress Build Mode / Blender48 custom asset previews
01 / Brief

Tell us what you need

Share the model or idea, dimensions, quantity and any reference material.

02 / Review

Work through the details

Discuss the design, material, scale and any changes needed for printing.

03 / Quote

Agree the scope first

Confirm the specification, price and timing before the work goes ahead.

Custom prints / Made to measureMade to fit

Practical prints.

Custom sized parts and useful everyday prints. Send measurements or a sketch so we can check fit and material suitability before quoting.

01 / Custom fit PARAMETRIC
Overall length117 mmRight end width31 mmPrint depth5 mmInner span112 mmLeft end width15 mmSpine width7 mmRight return5 mmLeft return5 mmLeft end thickness3 mmRight end thickness2 mmLip thickness3 mmGrip clearance5 mm↔ CUSTOM DIMENSIONS
02 / Design concept PARAMETRIC
Overall width36.94 mmLeft pipe opening12 mmRight pipe opening10 mmLeft clip gap7 mmRight clip gap6 mmPrint depth10 mmLeft wall thickness3 mmRight wall thickness3 mmBridge length3 mmBridge height3 mm↔ CUSTOM DIMENSIONS
Ask about a practical print
03 / STL generationFor your own printer

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.

Custom scaleModular buildsPrinter requirements

Tell us your printer type and build size so we can discuss clearances, separate sections and print preparation.

Discuss an STL design
Untextured castle design showing the kind of custom geometry that can be developed into separate printable files
Custom geometrySTL design service
04 / Websites & custom softwareBuilt around your workflow

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 website

Custom 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 idea
05 / Custom game assetsBuilt around your project

Game assets & interactive systems.

From local AI characters to interactive screens, custom surfaces and weapons. Explore a few starting points for your game.

01 / Local intelligence
Local agent development concept with Robo and proposed settings

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 Illustrative Robo agent settings showing Behaviour, Memory and Performance menus

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.

Explore the three settings menus

Illustrative layout · source-based controls
Character instructions
Custom personality & roleShape tone, knowledge, conversation style and the actions the character may request.
Response length
32–256 tokens · example 96Keep incidental dialogue brief or allow longer answers where the gameplay benefits.
Response variety
0.10–0.45 · example 0.25Tune consistency and variation within the current implementation’s range.
Conversation history
0–1,024 exchanges · example 32Select how much recent conversation to retain, within the available context.
Response timeout
15–120 seconds · example 60Choose how long the game waits before recovering from a slow reply.
Game integration
Project-specific actionsConnect dialogue to approved game actions, interactions and world information.

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.

02 / Interactive displays
Concept of a desktop computer, laptop and television with coordinated interfaces

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.

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

03 / Surface design
Storybook cobblestone
Storybook cobblestone
Painted timber
Painted timber
Meadow floor
Meadow floor
Ember basalt
Ember basalt

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.

Storybook cobblestone
Storybook cobblestone
Painted timber
Painted timber
Meadow floor
Meadow floor
Ember basalt
Ember basalt
Weathered oak
Weathered oak
Cast concrete
Cast concrete
Reclaimed brick
Reclaimed brick
Verdigris copper
Verdigris copper

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
Base colour texture for Leafy sunlight
Base texture
Lighting-only Blender bake: Leafy sunlight
Baked lighting
Texture with baked lighting: Leafy sunlight
Combined result
Warm window light
Base colour texture for Warm window light
Base texture
Lighting-only Blender bake: Warm window light
Baked lighting
Texture with baked lighting: Warm window light
Combined result
Coloured studio light
Base colour texture for Coloured studio light
Base texture
Lighting-only Blender bake: Coloured studio light
Baked lighting
Texture with baked lighting: Coloured studio light
Combined result

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.

04 / Modelling & animation

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.

Low poly full sequence
Low poly Kar98k: full view
Full view
Low poly Kar98k: three-quarter view
Three-quarter view
Low poly Kar98k: right side
Right side
Low poly Kar98k: left side
Left side
Low poly Kar98k: rear view
Rear view
Low poly Kar98k: action, right side
Action, right side
Low poly Kar98k: action, top view
Action, top view
Low poly Kar98k: trigger underside
Trigger underside
Low poly Kar98k: muzzle
Muzzle
Low poly Kar98k: buttstock
Buttstock
Low poly Kar98k: action, left side
Action, left side
High detail Kar98k

High detail model reference views and full animation sequence.

High detail full sequence
High detail Kar98k: full view
Full view
High detail Kar98k: three-quarter view
Three-quarter view
High detail Kar98k: right side
Right side
High detail Kar98k: left side
Left side
High detail Kar98k: rear view
Rear view
High detail Kar98k: action, right side
Action, right side
High detail Kar98k: action, top view
Action, top view
High detail Kar98k: trigger underside
Trigger underside
High detail Kar98k: muzzle
Muzzle
High detail Kar98k: buttstock
Buttstock
High detail Kar98k: action, left side
Action, left side
High detail Kar98k: rear sight
Rear sight
High detail Kar98k: lower band
Lower band
High detail Kar98k: nose cap
Nose cap
High detail Kar98k: rear shroud
Rear shroud
High detail Kar98k: underside
Underside
Discuss your game project
06 / Game developmentIndependent projects

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

About / The studio

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.

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Contact / Enquiries

Let’s discuss
the details.

For a print, include dimensions, quantity and intended use. For digital work, describe the required files, format and scope.

Model or projectDimensions & quantityReference material

An existing model file should be one you have permission to reproduce. You can also email ethanpiaseckiwork@gmail.com.

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