TRiNOV GAMES / R&D BY LaB:96

We researchwhat comes next in making games.

We connect accumulated experience in game art with Blender, game engines, AI, and automation. We design clearer, repeatable production environments and validate them in real workflows.

PILLAR 01Games

We combine game design, play validation, prototyping, and production technology to develop ideas into playable products and IP with room to grow.

Three core pillars
01 / RESEARCH — 04 STUDIES

We see the production environmentas one system.

Rather than listing new tools, we examine what to preserve, what to structure, and where to validate the outcome.

RESEARCH 01RESEARCHING

Legacy Craft × AI Workflow

The boundary between judgment and iteration

We preserve artists’ sensibility and contextual judgment while structuring specifications, iteration rules, and QA. AI supports exploration and iteration without replacing judgment.

  1. 01KEEP CRAFTSensibility · Context · Judgment
  2. 02ENCODE SYSTEMSpecifications · Rules · QA
  3. 03ASSIST AIGeneration · Exploration · Iteration
  4. 04VERIFY ENGINEReal-time outcome validation
RESEARCH 02RESEARCHING

Blender → OpenUSD → Unreal

A repeatable handoff

We design the handoff from asset definition to in-engine review as one traceable validation loop.

  1. 01ASSET SPECDefinition
  2. 02PREFLIGHTCheck
  3. 03EXPORTHandoff
  4. 04IMPORTSetup
  5. 05POST-CHECKValidation
RESEARCH 03RESEARCHING

3DGS & Triangle Splatting

Conditions for spatial reconstruction

We compare rapid scene reconstruction and game-engine-ready asset production across feasibility, performance, editability, and rights considerations.

  1. 01CAPTURE
  2. 02CONVERT
  3. 03VALIDATE
RESEARCH 04TRANSFER

Research → Education

From validation to transfer

We do not teach experimental results as ready-made answers. Only repeatedly validated knowledge moves into educational frameworks and the language of practice.

  1. 01OBSERVEObserve questions and change
  2. 02PROTOTYPEImplement as a small workflow
  3. 03VALIDATEConfirm repeatability
  4. 04TRANSFERConnect to education and practice
01 / GAME ART SYSTEMS

Structure without erasing intuition

We separate the points that require human judgment from the repetition that can be automated.

02 / ENGINE VALIDATION

Validate the outcome in-engine

We follow the result beyond Blender into the real-time environment.

03 / KNOWLEDGE TRANSFER

Only validated findings move into education

We distinguish possibilities from facts and document them so they can be reproduced in practice.

02 / PRINCIPLE

More important than new technologyis deciding what to preserve.

Regardless of the pace of change, the standards that protect production quality remain at the center of our research and tool design.

CHANGESSTAYS
Repetitive work and the speed of explorationThe artist’s contextual judgment
How assets are handed off and validatedFinal verification in-engine
Editing conversations into knowledgeHuman approval before publication
03 / EDUCATION & ADVISORY

From validated researchto education and practice.

Drawing on our experience in game production and game art education, we design lectures, workshops, curricula, and advisory programs for teams.

01LECTURE

Game Art Lecture

Examines how game-development environments are changing through AI-assisted creation, Blender, and real-time production.

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02WORKSHOP

Pipeline Workshop

Connects Blender, game engines, and AI tools into a practical, repeatable workflow for teams.

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03ADVISORY

Education & Production Advisory

Defines the scope of curriculum design and the diagnosis and adoption of studio art pipelines.

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TRANSFER RULE

Only research validated through repeated testing moves into educational frameworks.

04 / BACKGROUND — FROM LaB:96

We turn hands-on experience into toolsand education for the next generation.

Game production research that began at LaB:96 continues at TRiNOV Games.

Drawing on experience in AAA game development and game art education, Sean Kwon has connected Blender, Unreal, and AI workflows.

The work of turning that experience into research, tools, and education began at LaB:96. Game production research and education now continue at TRiNOV Games, while LaB:96, TRiNOV’s R&D foundation, builds moBle and moAI.

  • AAA GAME DEVELOPMENT
  • GAME ART EDUCATION
  • BLENDER × UNREAL
  • AI WORKFLOW
LaB:96 website
05 / CONTACT

Let’s validate the nextproduction environment together.

Talk to us about lectures and workshops, curriculum design, art pipeline advisory, collaborative research, and prototyping.