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ADVISORY · EXECUTIVE PRODUCER

Ezekiel.

Ezekiel is a narrative-driven steampunk-cyberpunk RPG from NC Gaming, built in Unreal Engine 5.7. Marathon Variety came in as executive producer: running production, owning the new demo, and bringing AI into the studio's toolchain in a way that helps the crew rather than replacing it.

Role
Executive Producer
Studio
NC Gaming
Engine
Unreal Engine 5.7
Status
In production

Ezekiel: Noa and the Automaton Urbis is the game NC Gaming is building in Funchal, Madeira. It is a narrative-driven RPG with a steampunk-cyberpunk world, the first chapter of a saga its founder, Norberto Cruz, has been writing for 30 years. Cruz is an internationally acclaimed composer and artistic director who has performed at Teatro Alla Scala, collaborated with Andrea Bocelli and Placido Domingo, and received the Medal of Representation from the President of the Italian Republic. We came in as executive producer. The brief was the kind we like: a real game, a real team, and a demo that had to get better and ship.

"Between two worlds, one will rise."

The world

Ezekiel's world is split in three by the Great Fracture, the war between humanity and the machines it built: Humanopolis, a human city forged from salvage and memory; the Automaton Urbis, a machine city where crystalline towers pulse with data and mechanical gardens bloom in wire and light; and a lawless neutral zone between them. You play Noa, a scavenger and mechanic, on a mission to find his daughter Tris after she is taken across the border. Tris is twelve, with an inexplicable connection to machines. Pip, a small automaton, follows Noa with a loyalty he does not expect. The journey makes him question everything he believed about the other side.

The design leans on its references and earns them: the moral choices of Mass Effect, the world design of Dishonored, the visual style of Arcane. A Moral AI system means your choices shape the narrative, the NPC relationships, and which missions open to you. Seven factions pull at the story from different directions. Ezekiel is single-player, narrative first, and built as the opening of a five-game arc that spans more than a hundred years. It has already been shown at Gamescom and Tokyo Game Show. It targets PC on Steam first, with PlayStation and Xbox planned.

In-engine Ezekiel: a smog-choked city skyline with OBEY propaganda banners and an Unauthorized Automata Will Be Shot On Sight poster, captured in the Unreal Engine editor.
The Automaton Urbis, in engine. Unreal Engine 5.7.

What we actually do

Executive producer, the way Marathon Variety runs it on Ezekiel, means we are in the work, not next to it. On a small NC Gaming team shipping an Unreal Engine 5.7 RPG, the engagement is three jobs:

  1. Run production: scope, sequencing, and the operating rhythm that keeps a small studio shipping.
  2. Own and rebuild the new demo, the slice that goes in front of players and partners at events like the eGames Portugal showing.
  3. Bring AI into the studio's toolchain, where most of the engineering went, in a way that assists the team instead of replacing anyone on it.

That last part matters to how we work. The creative core of Ezekiel, the world, the characters, the moral weight of a choice, belongs to the people who have spent years on it. AI does not get to author that. What it can do is take the drudgery off the team: the relearning, the boilerplate, the canon contradictions that surface three weeks late. We taught the crew to use it for exactly that, and built the tooling to make it safe.

The AI tool, on the studio's rails

The Ezekiel MCP is a custom Unreal integration we built for NC Gaming: a local MCP server paired with an Unreal Editor plugin, targeting Unreal Engine 5.7, the version the studio runs. A generic assistant relearns the project on every prompt and contradicts the canon as often as not; this one loads NC Gaming's own design docs as canon, 13 documents and roughly 62,000 words of world, characters, factions, regions, visual and audio direction, the demo implementation, the combat-framework reference, and the Moral AI design. The agent comes in already knowing the rules: that a demo encounter caps at five to seven soldiers and two agents, which Blueprint systems run the demo level, what the canon says before it changes anything.

The safety model is the part we lead with, because it is what lets a studio trust a tool near its game. Every Unreal operation is a typed, validated, logged tool. There is no open-ended script executor in the default path. It never writes .uasset or .umap files directly. Destructive actions need an explicit confirmation; deleting an actor means repeating its exact path back. A deterministic mock runs alongside live Unreal, so a change can be tested with the editor closed. The agent is powerful inside the rails the studio set, and powerless outside them, on purpose. It connects five coding clients (Codex Desktop, Codex CLI, Claude Code, Cursor, Gemini), runs local-first and offline, and asks for nothing from the cloud.

The server is half of the work. The other half is the agent that uses it. We built a specialized Unreal Engine agent to go with the MCP: a durable behavior contract, plus a set of skills, that makes a coding agent act like a careful Unreal developer instead of a generalist with editor access. It inspects before it edits. It treats the MCP as the authority on editor and asset state rather than guessing from filenames. It preserves designer and artist work, never hand-edits a binary asset, and verifies through the strongest available path, a targeted build, a Blueprint compile, a map check, before calling anything done. When a check cannot run, it reports UNVERIFIED instead of bluffing. The contract is grounded in the MCP's real tool surface, 132 safety-classed tools across 35 categories, and held to it by an evaluation harness of behavior fixtures, including a corpus of prompt-injection attacks it has to refuse.

We are extending it from a lore-and-rules base into an expert layer for the whole toolchain: IK rigging and retargeting, animation, Mixamo usage, level design, C++, the Gameplay Ability System, and Blueprints. Ezekiel is the proving ground. The generalized version, Brainjuice MCP for Unreal, targets UE 5.5 and up so any studio can use it, and is being commercialized through Brainjuice Labs. It ships free and is pre-launch.

NC Gaming, and the man behind it.

NC Gaming is the independent studio Norberto Cruz founded in Funchal, Madeira, in 2024. Cruz came to games as an internationally acclaimed composer and artistic director, having performed at Teatro Alla Scala and collaborated with Andrea Bocelli and Placido Domingo, and brought that ear for narrative and staging with him. Ezekiel is his: the world, the saga, the moral spine of it, built over 30 years before a line of it ran in Unreal. That is the kind of project we take. A real author with a real story, who needs an operator beside him to get it built and shipped.

"The way Mark turns the impossible into possible is simply genius. His ability to work independently, guide the team, and optimize complex systems has been instrumental in bringing Ezekiel to life in ways we never dreamed we could. For a project as ambitious as Ezekiel, his creativity, technical expertise, and problem-solving make challenges feel achievable in a way very few can. To me, he is a world-class mind and a rock star of the tech industry."
Norberto Cruz · Founder & CEO, NC Gaming · ncgaming.net

Three questions for Pedro Bacanhim.

Pedro Bacanhim is the lead programmer on Ezekiel at NC Gaming, working with the custom Unreal MCP and the AI agent every day. We asked him three questions about what the tooling changed for the team.

01

What did the engagement with Mark change about how the team ships the demo?

It changed how we ship by helping us focus on building fast, working parts of the game instead of getting stuck on the who and the how of every step. The shared knowledge Mark brought made the whole process much faster, but more importantly, it helped us see what we were missing and where to find the know-how we needed. It gave the team more clarity and confidence to move forward.

02

Where does the AI tooling actually save you time, and where do you still want a human in the loop?

For the most part it gets the more tedious tasks done faster. There are still changes and updates that need to happen across everything, but the process feels a lot smoother now. That said, getting human approval before changes are made is still a big part for me. Even with the faster workflow, I think it is important to keep that final check, so the work stays aligned and does not lose the human judgment behind it.

03

What surprised you about working with a tool that already knows the project's canon?

It can answer me much faster about almost every aspect of the project. Instead of spending time, sometimes hours, searching through the project documents to find what I need, I get answers quickly and keep moving. That saves a lot of time and makes the whole process feel less frustrating and more efficient.

What the engagement covers.

Marathon Variety's executive-producer engagement on Ezekiel covers three things: running production, owning and shipping the new demo, and building the studio's AI toolchain on Unreal Engine 5.7.

EP
Production, demo, and AI toolchain
5.7
Unreal Engine version, targeted exactly
13
Canon docs grounding the AI · ~62k words
0
.uasset / .umap files the agent writes directly

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