Software · Games · Builder Tools

Build without limits.

CB Dev Studios creates powerful tools for creators, developers and everyday users from game world building systems to intelligent mobile utilities.

Game Builder Tools

Tools designed to turn game ideas into working systems.

Our game development tools focus on world creation, object building, UI creation, asset preparation, in engine testing and efficient development workflows.

CB Dev Builder Tools dashboard

CB Dev Builder Tools

A connected toolkit for world creation, object building, terrain processing, asset conversion and publishing.

CB Dev object builder interface

Object Builder

Import, preview, configure and prepare game ready objects with geometry, material and placement controls.

CB Dev texture converter interface

Texture Converter

A visual texture workflow with import processing, mipmap options, batch conversion and project aware output paths.

CB Dev map builder terrain creation interface

Map Builder

Generate, sculpt and refine procedural terrain with top, perspective and profile views for precise world creation.

CB Dev runtime map editor inside the game engine

Runtime Map Editor

Explore terrain in the engine, place objects and make live world edits with streamlined controls and quick map saving.

CB Dev Runtime Terrain Builder interface

Runtime Terrain Builder

Create, shape and update terrain directly inside the game engine with live editing tools, terrain controls and real time visual feedback.

CB Dev UI Creator showing an in-game settings interface being designed

UI Creator

Design and build game UI systems including HUDs, menus, prompts and interactive interface elements with reusable layouts, templates and live preview controls.

CB Dev Object Set Renamer interface

Object Set Renamer

Rename complete object asset sets while keeping model, material, texture and metadata references connected, repaired and validated throughout the workflow.

CB Dev Play In Engine test showing an interaction prompt in a running game

Play In Engine

Launch the current project in engine to test recent world, object, UI and gameplay modifications quickly in a live playable environment.

Private Native AI Development

CB DEV STUDIOS AI SYSTEM

A planned local first AI platform for private asset generation, creator workflows and future integration with CB Dev Studios tools. The system is being built around CB DEV controlled source code, privately prepared datasets and locally trained model checkpoints.

Information Use Principle

Permission for one task is not permission for another.

Information, instructions, uploaded material and private project data supplied for one purpose must not automatically be treated as permission to reuse it for training, unrelated work or future decisions. Earlier information must not be relied upon where doing so could create a misunderstanding, expose private material or misrepresent the user’s intention.

01

Private by default

Development, training and inference are planned for machines controlled by CB Dev Studios, with no external AI APIs, hidden network requests, telemetry, remote logging or automatic uploads.

02

Native model path

CB DEV native architectures can exist from the first package. Their usefulness will come from private training using assets that CB Dev Studios owns or is clearly licensed to use.

03

Working from day one

A deterministic native geometric generator can create basic local output before learned checkpoints are ready. The learned path will activate only after valid CB DEV checkpoints have been trained and registered.

04

Protected distribution

Native model checkpoints and training datasets are not planned for public distribution. Customers may receive generated assets, final CBD packages or software without private model weights.

Development Roadmap

From private source code to native trained checkpoints.

  1. CBDEV MaskReference image to foreground mask
  2. CBDEV DepthMasked image to depth and normal estimates
  3. CBDEV ShapeImage features to occupancy or tri plane geometry
  4. CBDEV TextureSource views and geometry to initial textures
  5. CBDEV ViewAdditional consistent views after the shape path is established

Current policy

  • Development and training remain on private local machines.
  • Inference remains local during the private development stage.
  • Models and datasets are never uploaded to the public website.
  • Generated assets remain local unless deliberately exported.
  • The CBD Engine receives only local interchange packages.

Distribution limitation

When model weights are installed on another person’s computer, a determined user may eventually extract them even when they are encrypted or embedded in an executable. The strongest practical protection is to keep checkpoints on controlled machines and distribute only generated assets or final CBD packages.

No architecture can promise absolute protection. Restricted local storage, encrypted disks, private repositories, integrity checks and no distributed checkpoints greatly reduce exposure.

Built for Creators

Modding with CB DEV Studios

CB DEV Studios is being built with modding in mind. Future modders will be able to use supported CB DEV tools and workflows to create their own modifications, content, maps, assets and experiences for compatible CB DEV Studios games.

Your Mods, Your Choice

Create it. Release it. Decide how you want to share it.

If you create an original mod using the tools made available for modding, it is up to you how you release it.

Release it for free

Share your work freely with other players and the wider CB DEV community.

Charge for your work

You may choose to charge for access to your original mod or independently developed content.

Accept donations

Creators may choose to receive voluntary support for the time and effort they put into their projects.

Build something bigger

Develop larger independent modding projects and experiences using supported CB DEV workflows.

Creative Freedom

Give people the tools and let them create.

CB DEV Studios does not intend to interfere simply because one creator chooses to release a mod for free while another chooses to charge for their own original work.

We are interested in providing useful tools and supporting creativity, not becoming involved in unnecessary disputes over how independent modders choose to distribute their own creations.

01

Creative independence

Modders should be free to experiment, build and create using the approach that works best for them.

02

Creator friendly tools

Connected workflows, map building, terrain editing, object preparation and future automation are intended to reduce technical barriers for new and experienced creators.

03

From idea to playable

The long term goal is to help creators move from an idea to something playable without requiring years of development experience.

04

No unnecessary drama

CB DEV Studios does not plan to involve itself in petty disputes surrounding legitimate creator decisions about original mods and independent projects.

What modders can control

  • How their original mod is distributed.
  • Whether their original mod is free or paid.
  • Whether they accept donations.
  • The creative direction of their project.
  • How they organise their independent modding work.

What remains protected

This freedom applies to original content and modifications created by modders. It does not transfer ownership of CB DEV Studios software, source code, trademarks, logos, proprietary game assets, private AI models or other protected CB DEV Studios technology.

Modders must also make sure they have permission to use any third party content included in their work and must not falsely represent themselves as CB DEV Studios.

Community Approach

Different creators. Different ideas. Different ways of working.

Different modders will have different skill levels, creative goals and approaches to releasing their work. That is expected.

As long as creators respect applicable law, the rights of others, relevant game and tool terms and CB DEV Studios intellectual property, they should be free to focus on creating.

Planned First Game

One planned survival game developed across four exploration phases.

The planned first game begins in the mountain treescapes before expanding into volcanic, icy and desert environments. Each phase introduces a distinct landscape, survival pressure and exploration identity while remaining part of one connected game.

Phase 1 concept artwork for the planned mountain treescapes exploration area Phase 1
Mountain Treescapes

The first exploration area.

Begin across vast mountain flats and forested landscapes containing lodges, fishing areas, villages, towns and diverse wildlife. This phase establishes the core exploration, survival, equipment and progression systems.

Forested Mountain World

Travel through valleys, lakes, forests, settlements and elevated routes shaped by changing terrain.

Wildlife and Resources

Search natural areas and inhabited locations for food, equipment, supplies and useful materials.

Lodges and Villages

Discover cabins, fishing areas, villages and larger towns that create varied exploration opportunities.

Foundation Systems

Establish survivor identity, looting, equipment choices and long term progression for the later phases.

Phase 1 · Initial planned exploration area
Phase 2 concept artwork for the planned volcanic regions exploration area Phase 2
Volcanic Regions

Survival moves into unstable territory.

Expand into volcanic regions shaped by lava, ash, ruined structures and environmental hazards. This phase increases the danger while deepening looting, equipment preparation and survivor progression.

Volcanic Hazards

Navigate lava flows, ash covered routes and unstable terrain where every movement requires preparation.

Industrial Ruins

Explore abandoned facilities, towers and damaged structures for valuable resources and story details.

Deep Looting

Search dangerous locations and reinforced containers for specialized tools, equipment and rare supplies.

Survivor Specialization

Adapt clothing, tools and carried equipment to withstand heat, smoke and hazardous terrain.

Phase 2 · Planned volcanic expansion
Phase 3 concept artwork for the planned icy mountains exploration area Phase 3
Icy Mountains

Weather becomes a constant threat.

Enter icy mountains with relentless weather, treacherous passes and rewarding exploration. This phase focuses on cold survival, route planning, specialized gear and high risk discoveries.

Extreme Weather

Survive snow, wind and low visibility while managing warmth, shelter and travel timing.

Treacherous Passes

Cross narrow routes, frozen cliffs and elevated areas where navigation is as important as equipment.

Cold Weather Gear

Prepare insulated clothing, climbing tools and supplies designed for harsh alpine conditions.

High Risk Exploration

Reach remote outposts and valuable caches hidden beyond the most dangerous routes.

Phase 3 · Planned frozen expansion
Phase 4 concept artwork for the planned desert dunescapes exploration area Phase 4
Desert Dunescapes

The roadmap reaches the harsh desert frontier.

Explore deserts of sand and stone where heat, resourcefulness and creature encounters shape every decision. This phase expands long distance travel, scarce resources and survival across exposed terrain.

Heat and Exposure

Plan movement around extreme temperatures, limited shelter and long stretches of open terrain.

Scarce Resources

Locate water, supplies and equipment across settlements, ruins, caravans and isolated caches.

Creature Encounters

Respond to wildlife and hostile desert threats with careful preparation and adaptable equipment.

Long Range Exploration

Cross dunes, rocky valleys and remote outposts while balancing risk, supplies and route choices.

Phase 4 · Planned desert expansion
About CB Dev Studios

Independent development with a focus on useful technology.

CB Dev Studios develops game tools, creator workflows, mobile software and planned game projects under one consistent visual and technical identity. Our aim is to build software that is capable, understandable and genuinely useful. All of this technology is developed around our own engine and systems, built from the ground up by CB Dev Studios. Information handled by these systems is processed and produced locally, keeping the core technology and data within our own software environment.

Behind CB Dev Studios is a dad and his two committed daughters, working together to build Shattered Wilds and the technology that supports it. What began as a development project has grown into a family effort shaped by shared ideas, persistence and a commitment to bringing the world of Shattered Wilds to life.

Mobile Platform Project

Video Voice to Text

Video Voice to Text was created as an early development project to explore how mobile applications operate across phone platforms. It has helped CB Dev Studios learn more about mobile interfaces, file processing, local storage, sharing and platform specific development.

This project is part of a bigger plan to develop future mobile game applications and connected game experiences. The knowledge gained from building this utility will support larger game focused projects planned for Android, iPhone and iPad.

Android Mobile development research Cross platform planning Future game applications iPhone and iPad planned