Ideas for building r/WaveTouchStudio
I’ve been spending a lot of time lately getting my hardware and environment into a state of productivity, and I wanted to share some context on what I'm building with WaveTouchOS.
The core idea is shifting my role from a manual laborer—doing all the repetitive clicks, modeling, and sorting—to acting more like an architect who provides high-level intent. The system is basically a studio operating system designed to orchestrate a multi-agent production environment for game dev.
It uses a common metadata trunk so that every piece of data (notes, assets, social posts) remains consistent across the whole architecture. A few things I've been working on recently:
* Upgraded the framework to Unreal Engine 5.8 with full MCP integration for Claude Code.
* Built out a social media generator and an asset library page. This lets me turn journals and logs into content for different communities pretty quickly.
* The asset manager now has a full AI generation loop that bundles 2D images and multiple 3D generations to get usable prototypes into the engine fast.
I'm leaning more into Unreal for now rather than chasing a clone build in S&Box. It’s a slower process, but it’s better tapped for AI. My philosophy is basically "decorating hurdles"—instead of trying to find workarounds for technical limitations, I try to turn those hurdles into actual game features. It helps keep the builds unique while letting me focus on the mechanics and stories rather than just the manual grind of production.
Posted Jul 11, 2026, 12:55 AM UTC