About Thaeres Studio
The story behind Thaeres Studio

I'm Jerome Genet, a self-taught game designer and 3D artist from Belgium. For more than ten years, I've been learning, experimenting, failing, trying again, and slowly shaping my own way of creating worlds.
I've always been drawn to peaceful environments. Warm light, soft colors, little details that make a place feel alive. Not worlds meant to impress, but worlds meant to make you feel good. Over time, Thaeres Studio became a way to describe the type of worlds I care about: calm, stylized, kind, and built with intention.
What I care about most is atmosphere. The way a color palette can shift a mood, how a soft breeze or a few floating particles can make a place feel alive, how light can tell a story without a single word. I don't build worlds to impress; I build them as places to breathe.
So far, I've carried my projects alone, from the first spark to the live release: design, 3D modeling, systems, code, and all the small details in between. Working solo taught me to think in systems, to see how each piece connects and holds together. But I'm genuinely open to building with others, and I'd love to bring that end-to-end perspective into a team.
Not everything worked. Some projects taught me more by failing than by succeeding, and I've come to see that as part of the process. Each world I build is a little sharper than the last, shaped by what the previous one got wrong.
Tools & engines
Journey
- 2014RPG Maker. Where it started: my first narrative worlds, learning that a game could be a feeling.
- 2018Unity. Dark fantasy environments, my first real steps into 3D and atmosphere.
- 2022Unreal Engine 5. Stylized worlds and a growing obsession with light and mood.
- 2024Roblox Studio. Games in production, and my first real players.
- 2025 and beyondButterfly Odyssey, local AI, SaaS. Building worlds, and the tools around them.
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