jannik
JANNIK RICHTER / INDEPENDENT MAKERCAPE TOWN, ZA

WORLDS,TOOLS&OTHER OBSESSIONS.

SCROLL TO EXPLORE

I’m Jannik. Software architect,
game developer, and a little
obsessed with making things.

I build worlds you can get lost in. Tools you can make things with. And systems that bring it all together.

ENGINEERING × IMAGINATION

From a future Cape Town to the next sound in your studio.
This is what I’m putting into the world.

SELECTED OBSESSIONS(01—03)
01 / THE CLUB AT THE CENTER OF THE WORLDGAME DEVELOPMENT

WORLDS

An actual Unreal Engine development capture of the Cape Town road network
CAPE TOWN, REIMAGINED / UNREAL DEVELOPMENT CAPTURE
Unreal EngineAction RPGIN DEVELOPMENT

A city with something to hide.

The Club at the Center of the World. A divided Cape Town, an exclusive society, and a way in through what you know.

Follow development ↗
02 / HUNGRY GHOST AUDIOMUSIC SOFTWARE

SOUND

Hungry Ghost REVERB's native plugin interfaceHungry Ghost FERAL's native dynamic EQ interface
Audio pluginsDSP / JUCE50 TOOLS. DISTINCT VOICES.

Something you can feel.

Hungry Ghost Audio. A collection of instruments for shaping dynamics, tone, colour, space and motion.

Listen to the collection ↗
03 / LOCKSTEPDEVELOPER TOOLS

SYSTEMS

Git / LFSGame developmentFAIR-SOURCE SOFTWARE

Keep your world together.

Source control for game projects. Large assets, exclusive file locking, and storage you actually control.

Explore the repository ↗

NEVER JUST
ONE THING.

AI systems. Native Unreal tools. Food.
Following the interesting problems.

01

Hive IDE

AGENT ORCHESTRATION

A working environment for AI development teams: coordinate agents, follow their progress and review the work.

Open source
02

Poltergeist

LOCAL KNOWLEDGE

Bring the scattered context from your apps into a local Markdown vault. A second brain you can read and own.

Desktop app
03

Conduit

AI × UNREAL ENGINE

A native MCP server inside Unreal Editor. Let AI agents build, inspect and test in the place the work happens.

On Fab
04

GeoScape

REAL PLACES → PLAYABLE WORLDS

Turn geographic data into terrain, buildings and roads. Start an Unreal world with a real place.

On Fab
05

Connected streets, sidewalks and crossings. Editable road networks that give a city its structure.

In development
06

A native workshop for card authoring, deck building and inspecting how encounters play out.

In development
07

Save Compatibility Lab

CAPTURE / COMPARE / VERIFY

Keep player progress intact as a game evolves. Inspect historical saves and catch compatibility regressions.

In development
08

Reduced Recipes

FOOD & SOFTWARE

For the other kind of hunger. Recipes reduced to the things you actually came for.

Web app
09

Unreal Assets

COMMUNITY RESOURCES

Free assets shared with the Unreal community. A few useful pieces for someone else’s next world.

Public repository
10

Hungry Ghost

THE CREATIVE HOME

One home for the tools, worlds, audio experiments and strange ideas that connect this work.

Project hub

BUILT ON
CURIOSITY.

Jannik Richter
JANNIK RICHTER / CAPE TOWN

Fourteen years building software.
Still asking, “what if?”

My day job is building financial-services systems at Sanlam Fintech. My independent work lives somewhere between game development, AI, music, and the tools I wish existed.

Before that: seven years at 24.com, from full-stack developer to solutions architect, leading the News24 platform rebuild.

Off screen: music, food, wine, cats. And Cape Town—a city that keeps finding its way into everything I make.

A little more about me

Procedural cities. Building tools. Cables, utilities and HLOD workflows.

The audio suite. HAUNT’s pitch-correction preview. New DAW experiments.

LET’S START WITH A CONVERSATION.
WHAT’S
NEXT?
[email protected]

Games. Sound. Systems.
Or something neither of us has thought of yet.