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Pacifica / A playable world in development

A place I never
stopped building.

It started with a house Thomas Jackson had imagined for years. Now it is a place to explore, summon a suit, drive, fly and head out onto the water. This is the story behind the world.

Thomas Jackson / Creative directionBlender + Unreal Engine + AI assistancePrivate beta / Still building
Pacifica / The reveal. A dream house, made playable. Work in progress. Watch on YouTube ↗

The world today

Not just a house.
Somewhere to play.

Discover

A home with a secret.

Explore the estate and its workshop, then call a suit up from the vault into the garage.

Move

Beyond the front door.

Take a car onto the track, try powered flight or head to the basketball court.

Explore

Out onto the Pacific.

The waterfront opens into jet-ski racing and yacht exploration. The world keeps growing around the house.

Current development-build scope, September 2026. Private beta; not a public game release. The images and motion study below document the Blender build process, not current gameplay.

Inside the build / 01

How does the suit
get upstairs?

The question turned a room full of suits into a moving system: retrieve a carrier, transfer it through the house and raise it into the garage. The design became more interesting when we had to connect the spaces.

Blender cutaway of the carrier feeder rails and garage presentation lift
V027 / The route beneath the room. Carrier-transfer and lift geometry, before full suit-fit and runtime validation.
Blender cutaway showing the presentation platform raised above its transfer mechanism
V027 / The arrival. The mechanism and presentation surface studied together. Historical design state.
Watch the mechanism / V028. A sped-up Blender animation of an empty carrier: bay pickup → transfer → garage presentation. Historical motion study, not gameplay or a physical-safety test. No speech or audio.

Inside the build / 02

Design what the
camera cannot see.

The yacht began with a silhouette, but the interior asked harder questions: where people move, where equipment fits and how the decks connect. Cutaways make those decisions visible.

Pacifica explorer yacht with stepped decks, panoramic bridge and aft working area
Y008 / Outside. Blender exterior study from the yacht development archive.
Longitudinal yacht cutaway revealing accommodation, stairs and reserved machinery spaces
Y008 / Inside. Conceptual deck and machinery-space arrangement, not validated marine engineering. Select the image to inspect the detail.

01 / Before the tools caught up

The ambition
came first.

A founder’s project, long before ALCH3MY.

Thomas grew up wanting to step inside the worlds he saw in comics. In the early days of consumer VR, he started building one: an unofficial Iron Man-inspired house experience that he shared with other enthusiasts.

He kept coming back to it. The point was not only to reproduce a building. It was to be there—to watch the light change, explore the rooms, and bring things from the outside world into VR.

Pacifica is the latest chapter. The original fascination is still recognizable, now shaped by years of visual judgment and AI-assisted Blender and Unreal workflows. The tools have changed. The reason to build has not.

02 / Then, and becoming

Same fascination.
A different horizon.

These views come from different chapters of the project. They show its evolution, not a matched-camera performance benchmark.

Earlier V2 mansion exterior at night beneath a stylized star-filled sky
Earlier V2 / Night exterior. Original image; its exact capture date is unconfirmed.
Pacifica MK3 cliffside arches at sunrise
MK3 / September 2026. The curved supports and workshop frontage, developed in Blender. Different viewpoint and lighting.
Earlier V2 interior with a curved fireplace, boxing ring and sunlight through ocean-facing glass
Earlier V2 / An inhabited interior. The fireplace, afternoon light and personal details were already central to the experience.
MK3 living room with conversation seating beneath a curved ceiling light at sunset
MK3 / A room for the last light. V019 Blender preview. Layout, camera and lighting differ from the earlier interior.

03 / Stay a little longer

A whole day.
Ten minutes inside.

In the earlier VR experience, Thomas compressed a 24-hour cycle into about ten minutes. Stay, and the house would show you another side of itself. That idea now has a new Blender implementation: the same architecture, transformed by moving light.

Pacifica pool terrace at sunrise, V019 Blender preview
Sunrise — First light catches the terrace; the interior still holds the night.

Matched V019 camera views. These are rendered stills from the Blender lighting study, not a live Unreal or VR session.

04 / An inventor’s house

Somewhere to
make things.

Below the living spaces, the workshop gives the house its purpose: fabrication, electronics, assembly and projects still on the bench.

Expressive structure and visible building services are part of the design exploration. That same thinking carries into the playable build: mechanisms and activities give the rooms a purpose beyond their appearance.

V020 workshop section showing product-informed task lights, overhead services and the electronics bench
V020 / Workshop lighting and service coordination. Design-study geometry, not construction documentation.

05 / The work behind the image

Direction. Making.
Looking again.

01 / Direct

A specific point of view.

Thomas sets the atmosphere, architectural identity and priorities. Earlier work and selected references anchor the decisions.

02 / Build

Tools with room to explore.

AI-assisted modeling in Blender develops the architecture and assets. A separate landscape pass is integrated into a versioned master.

03 / Inspect

Make the changes visible.

Matched renders and scoped geometry checks expose what improved and what still needs work. Attractive images do not replace engineering or runtime testing.

06 / A living project

The story continues.

Project journal / Updated September 15, 2026. Milestones distinguish completed artifacts from work still in development.

  1. 2014

    An idea becomes somewhere to go.

    By February 2014, Thomas was sharing an Iron Man MK1 VR demo. Subsequent correspondence records improvements and updates to its RiftEnabled listing.

  2. 2016–2018

    Returning to the house.

    A mansion VR teaser was uploaded in January 2016. Rebuild activity is documented in July 2017; a V2 reveal trailer existed by January 2018.

  3. September 2026

    A connected estate.

    Pacifica MK3 brings architecture, coastal planting, the pool terrace and inventor workshop into an integrated Blender model, with successive documented review passes.

  4. September 2026

    The day returns.

    A ten-minute Blender timeline carries the estate through a full day. Occupied, Workshop Task and Late-Night Quiet modes separate activity from the sun’s position.

  5. September 2026

    The house becomes playable.

    The current development build brings together house exploration, garage suit delivery, driving, powered flight, basketball and water activities. Private beta testing is underway; polish, performance and race design continue.

Watch the 2016 teaser

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Pacifica is independent founder-led creative research, not a commissioned building or a completed construction project. Historical Iron Man-inspired work is unofficial and is not affiliated with or endorsed by Marvel. Images shown here are original project captures and Blender previews, resized for the web. The playable build includes third-party tools and assets alongside original modeling and integration. Public access is not offered on this page.