Fuzzy World — Jay McCann Creates
The flagship quest · forged in the open

Fuzzy World

A survival video game and a lightweight tabletop RPG sharing one world — Fuzzies defending their village from crashed aliens. Grown from drawings I made as a kid, 3D modelled in Blender, and then designed into a video game in Unreal Engine.

Currently forging Unreal Engine 5.7 Blender 5.1 Tabletop · Video game · Classroom
An early Fuzzy World scene built in Unreal Engine 5.
Unreal Engine 5
The original Fuzzy World drawing, made by Jay McCann at age ten.
The drawing · age 10
The world

One crashed ship. One small, brave village.

The Fuzzies were minding their own business until something fell out of the sky. Now aliens spill from a wreck in the north, and the only thing standing in their way to build a new home is a handful of fuzzy creatures who refuse to run.

Underneath the cute creatures is an older, darker myth — a lid that should have stayed shut, a stolen spark, the price of reaching too far. The infestation reads it back to you on the ground itself: blue, carnivorous plants creeping outward from the crash site, swallowing the map one tile at a time.

A purple alien, modelled in Blender from the original childhood drawing.
[ the alien · Blender ]
A Fuzzy World environment in Unreal Engine 5.
[ the village ]
A Fuzzy World environment in Unreal Engine 5.
Three ways to play

One world, three tables.

The same story, told in whatever medium you've got in front of you — a controller, a fistful of dice, or a classroom of kids who've never rolled initiative before.

🎮
The video game

Survive the night

A third-person survival game built in Unreal Engine. Defend the village, gather, craft, and hold the line as the aliens push in.

  • Pick up, carry, and use whatever you find
  • Aliens that wander, hunt, and grow bolder
  • Strange blue plants that take over the world as you play
In active development
🎲
The tabletop RPG

Run it at your table

A rules-light system that fits in a backpack. Simple stats, one coin, a few dice, and characters who grow into who you imagine yourself being.

  • One kind of coin — Shinies — and no formulas to memorise
  • A few special moves you earn as your hero grows
  • Your moves recharge each fight and your hero gets tougher
Play kit in progress
🏫
The classroom edition

A campaign in 90 minutes

A whole adventure that fits in a single class period. Built so a room of 40 students can build a world together and reach a real ending before the bell.

  • One shared dice set per group
  • FATE points to reroll or hold on
  • A boss-battle finale the teacher runs
Pitching to school divisions
The same story, anywhere

A controller or a fistful of dice.

How can a video game and a dice game both be Fuzzy World? Two things always stay the same — and everything else is free to be different.

Always the same

The world

Who the Fuzzies are, what fell from the sky, the old myth underneath it all. None of that changes no matter how you're playing — it's the heart of the whole thing.

Always the same

The feeling

The pressure that builds as the aliens close in. Losing a moment and watching the story bend instead of ending. Friends you earn rather than start with. That's what makes it feel like Fuzzy World.

★ shared everywhere you play
Free to differ

The playing

A controller and a handful of dice work in completely different ways, and that's fine. Each version can play however suits it best, as long as the world and the feeling come through.

The build log

Forged in the open.

No grand reveal — just the work, in order, as it happens. Some of it shipped, some of it's on the anvil right now, and some is still just a line on a to-do list.

Done Making it now Up next
Long ago · where it began

It started in a 10-year-old's sketchbook

A ten-year-old's drawing: fuzzy creatures, a crashed spaceship, a little village worth protecting. Most impotantly, a mom who loved these creations so much that she held onto them until her son was well into adulthood. Now these illustrations are the inspirations for a video game, a TTRPG, and classroom game that teaches creativity and cooperation

DoneThe drawing

A Fuzzy World environment in Unreal Engine 5.
[ the sketchbook ]
May 2025

The first Fuzzy left the page

I taught myself to sculpt on a computer using Blender so these little fuzzy creatures could become something real — a model you can turn around and look at from every side, straight off the childhood drawing.

DoneThe art

A Fuzzy World environment in Unreal Engine 5.
[ the Fuzzy ]
September 2025

The world became a place

The drawing turned into somewhere you can actually walk around — a first patch of village with ground under your feet and a sky overhead.

DoneThe game

A Fuzzy World environment in Unreal Engine 5.
[ the Fuzzy ]
April 2026

The Fuzzies learned to hold things

Now they can pick things up, carry them, and use what they find. It sounds small, but it's the moment it stopped being a diorama and started being a game.

DoneThe game

A Fuzzy World environment in Unreal Engine 5.
[ the Fuzzy ]
Right now

The aliens are learning to think

I'm giving the aliens a mind of their own, so they wander, notice you, give chase — and grow bolder the longer a fight drags on. The danger builds on its own now, instead of waiting for you.

Making it nowThe game
Right now · the dice version

The same world, around a table

Building the version you play with friends, no computer required — one kind of coin to keep things simple, a few special moves, and a tiny shop for spending what you find between adventures.

Making it nowThe table

A Fuzzy World environment in Unreal Engine 5.
[ the Fuzzy ]
Right now · the classroom version

A whole adventure before the bell

A version a teacher can run in a single class — do-over tokens for when luck turns cruel, a final showdown the teacher plays, and a workshop I'm offering to schools.

Making it nowThe classroom

A Fuzzy World environment in Unreal Engine 5.
[ the Fuzzy ]