Early-stage startup building SlimeFX · Launched in 2026

AI-assisted
VFX authoring.

SlimeFX is a procedural VFX tool for game artists. Build effects as editable node graphs, export to Godot today, and work toward describing an effect in plain language and refining the graph Claude drafts. Built by Myth Motion, an eight-person VFX team turning its own workflow problems into an artist-controlled tool.

Why now We see an opportunity to bring conversational AI into procedural VFX authoring, while keeping the graph editable and the artist in control.

Try the live demo

Clickable early prototype.

Glowing procedural slime effect rendered in SlimeFX
A slime effect rendered in SlimeFX.
8 VFX artistsBuilding from our own workflow
Launched in 2026Early-stage startup
Early accessWaitlist open now

Less engine friction.
More time shaping the effect.

A workflow problem our eight-person VFX team knows firsthand. SlimeFX separates effect authoring from the engine you ship on.

THE PAIN

Your effect shouldn't start over with every engine.

  • Different engines. Different workflows.Artists have to adapt to different tools and terminology when moving between engines.
  • Updates move the goalposts.Engine changes mean more time relearning the workflow and less time creating the visual result.
  • The creative work gets interrupted.Building an effect and preparing it for its target engine become tangled together.
THE SLIMEFX SOLUTION

Describe the effect.
Refine the graph Claude drafts.

PLANNED CLAUDE INTEGRATION

  • From plain language to an editable graph.The planned Claude-assisted workflow turns an effect description into a node graph that artists can inspect and refine through conversation.
  • AI assistance. Artist control.SlimeFX is being built around procedural geometry, textures and editable parameters. The aim is to help artists shape the effect, not hand them a locked final image.
  • Take the result into your game.Godot export is demonstrated in our test scenes. Unity and Unreal Engine exports are planned, not live yet.

SlimeFX is in private development. This is the workflow we're building, not a claim that every feature is shipping. See current capability status →

Our flagship product

SlimeFX. One place to build the effect.

SlimeFX is a standalone C++20 procedural VFX tool in private development. We're bringing spline-based geometry and GPU procedural textures into an artist-controlled desktop workflow.

Build procedurally

Our development focus is non-destructive geometry, spline sweeps, and procedural textures for game effects.

Keep creative control

The vision is editable effects: curves, nodes, and parameters that artists can refine, rather than a finished image or video.

Author once, target multiple engines

Godot export is demonstrated in the test scenes below. Unreal Engine and Unity are next on the roadmap.

Add an assistant, not a black box

Claude-assisted authoring is designed to turn an effect description into an editable node graph, then refine it through conversation. Status is tracked in the table below.

SlimeFX interface visual: project explorer, node graph, real-time viewport with a glowing procedural slime effect, timeline and inspector
SlimeFX interface visual: node graph, real-time viewport and timeline. Product visual from development.
Try the early demo

A clickable early prototype. Some controls are not wired up yet.

AI integration

Built for AI-assisted authoring.

SlimeFX is designed around a simple bet: artists should direct, not wire. We are building Claude integration so a VFX artist can describe an effect in plain language and get a procedural graph to refine - with tool calling and visual-reference analysis keeping the artist in control.

  1. 01

    Describe

    The artist describes an effect in plain language.

  2. 02

    Get a graph

    A procedural node graph comes back as a starting point.

  3. 03

    Refine

    The artist edits nodes and parameters, with tool calling and visual-reference analysis in support.

Architecture · design

From prompt to editable graph

Claude never draws pixels. It edits the same node graph an artist would, through a small set of typed tool calls, so everything it produces stays inspectable and editable.

  1. Prompt"Stylized shield hit, cyan ripple, short sparks"
  2. Claude APITool use against the SlimeFX node library and parameter ranges
  3. JSON graphNodes, parameters and connections, validated against a schema
  4. SlimeFXThe C++20 core loads the graph and simulates it in the viewport
{
  "effect": "shield_hit",
  "nodes": [
    { "id": "ring",   "type": "spline_sweep",  "params": { "radius": 1.2, "segments": 64 } },
    { "id": "ripple", "type": "noise_texture", "params": { "scale": 4.0, "speed": 0.8 } },
    { "id": "sparks", "type": "emitter",       "params": { "rate": 40, "lifetime": 0.35 } }
  ],
  "edges": [
    { "from": "ripple", "to": "ring.displace" },
    { "from": "ring",   "to": "output.mesh" },
    { "from": "sparks", "to": "output.particles" }
  ]
}
  • Schema first. Every graph is checked against the node library before it reaches the viewport, so bad output is rejected, not rendered.
  • Tool calls, not free text. Claude adds nodes, sets parameters and connects edges through explicit tools, and each step is undoable.
  • Visual references. A reference image can be sent alongside the prompt to guide palette, shape and timing.
  • Same graph, same export. What the assistant builds goes through the same engine export as hand-built effects.

Illustrative schema showing the design. Implementation status is in the table below.

SlimeFX interface visual: node graph, viewport and properties panel for a procedural slime effect
The node graph an artist would refine. Interface visual from development.

What's next for SlimeFX

Why SlimeFX.

Houdini, Unreal Niagara, Unity VFX Graph and EmberGen are strong tools, and we use that bar as our reference. SlimeFX is aimed at a different gap: small teams who ship to more than one engine.

Engine-agnostic

Niagara and VFX Graph live inside their own engines. SlimeFX is a standalone tool, so an effect is authored once and exported to the engine you ship on. Godot is demonstrated today.

Prompt-to-graph direction

We are building toward describing an effect in plain language and getting an editable node graph back, not a baked video. The artist stays in the graph.

Sized for small teams

A focused tool for game effects, aimed at indie developers, small studios and freelancers, rather than a general-purpose package for every kind of production. Pricing is not announced yet.

Test scenes.

Six SlimeFX effect test scenes exported to Godot, including impacts, explosions, smoke and a shield
SlimeFX effects exported to Godot (test scenes).

SlimeFX → Godot

Where SlimeFX stands.

One table, kept current. Live means demonstrated working, as in the test scenes above.

CapabilityStatus
Procedural authoring: spline geometry, GPU textures, node graphIn progress
Godot exportLive test scenes
Clickable interface prototypeLive early demo
Prompt-to-graph authoring with ClaudePlanned design above
Visual-reference analysisPlanned
Unreal Engine and Unity exportPlanned
Public betaPlanned no date yet

Built by the artists who need it.

Myth Motion is an eight-person team of VFX artists. We launched the studio in 2026, bringing our creative practice and tool development into one early-stage startup.

Our studio work spans real-time procedural VFX, stylized 3D motion design, and sound-led visual direction. It keeps us close to real production problems, and that is where SlimeFX comes from.

Darren, founder of Myth Motion

Darren

FOUNDER · 3D TECHNICAL ARTIST & GAME VFX ARTIST

A 3D technical artist and game VFX artist, Darren learned to care about the space between an effect that looks good and one that ships. He founded Myth Motion to build the tools his own team kept wishing for: SlimeFX, a procedural VFX workflow where artists stay in control and effects travel across engines.

Join the SlimeFX early-access waitlist.

Tell us who you are and what engine you ship on. We will write when access opens, and we read every reply.

This opens your email app with the request filled in, addressed to myth@mythmotion.com.

Talk to the team.

Working across game engines? We'd like to hear what slows you down. Contact us to discuss SlimeFX, studio collaborations, game VFX work, or technology partnerships.

myth@mythmotion.com
+1 (650) 999-9770

Early access is by waitlist. Studio collaborations and technology partnerships are welcome.