

MAGOS CYBERNETICA
GAME DESIGN // ENGINES // TOOLS // DIGITAL WORLDS
I'm Magos, an independent game designer, programmer, and tool developer fascinated by the computers and games of the 1980s and 1990s.
I build things from the ground up: custom engines, editors, development tools, rendering systems, and asset pipelines designed around the games I want to create.
CYBER BATTLE is a retro-inspired vehicle combat game about large-scale warfare inside a digital world.
Its design draws from early real-time 3D PC games, when developers were still inventing the rules for how 3D combat should look, move, and feel.
Cyber Battle uses a custom game engine and custom development tools, giving me direct control over rendering, AI, vehicle behavior, combat, effects, and presentation.
The goal isn't simply old graphics. I want it to feel like lost 1990s PC software from an alternate timeline: authentic to the era, but capable of battles the hardware of the time could never have handled.
What might the games we imagined in the 1980s and 1990s have become if the hardware had been capable of a little more?
I am also the creator of ROADPOCALYPSE, a post-apocalyptic project influenced by wasteland fiction, survival games, vehicle combat, ASCII graphics, terminal interfaces, and unconventional rendering. Those experiments helped shape the systems-oriented work I do today.
My creative DNA comes from 1980s and 1990s PC games, early 3D graphics, science fiction, cyberpunk, post-apocalyptic fiction, retro computing, synthwave, and Heavy Metal.
I'm especially fascinated by the era when developers routinely had to invent their own engines, renderers, editors, and tools because standardized solutions did not yet exist.
I like direct control over how my games look, move, respond, simulate, and feel. That means building, testing, profiling, modifying, and refining the underlying systems instead of treating the technology as a black box.
If the engine, editor, modeling tool, or utility I need doesn't exist, I'd rather learn how to build it.
My work has grown from ASCII and terminal games into raycasting engines, 3D flight prototypes, vehicle combat, modeling tools, map editors, utilities, and increasingly larger custom-engine projects.
I still approach new projects the same way: experiment, build, test, refine, and keep pushing until it feels right.
BUILD THE SYSTEM.
TEST THE SYSTEM.
REFINE THE SYSTEM.