Building Black State: Powering Motion Blur’s Game-Changing Adventure

Motion Blur, a small studio in Turkey, is developing a unique game called Black State, where each environment changes dynamically as players move through doors, creating an immersive experience.

Step through a door in Black State, and the world changes instantly. A mansion’s grand halls shift into a dimly lit subway. A quiet corridor leads to a neon-soaked city street. These aren’t loading screen transitions or pre-rendered sequences. They happen in real time, shifting the game space around the player as they move. 

Motion Blur, a small studio in Turkey, is building a game where nearly every environment is unique. Most studios design levels to reuse assets, but Black State’s shifting world demands more. The result is a visually rich, highly detailed game—but one that comes with heavy technical demands. 

“We’re making assets for maybe three games’ worth of environments, but it’s all going into one,” says Ömer Faruk Güngör, studio director at Motion Blur. “Most games can reuse elements. We can’t, because every door leads somewhere new.” 

Early in development, the team waited days for lighting renders before they could see results. With so many locations to refine, long processing times made real iteration difficult. But after a chance meeting at NVIDIA GTC, Dell and NVIDIA recognized the bottleneck. Soon after, Motion Blur received a Dell Precision 7960 Tower with NVIDIA RTX 6000 Ada GPUs. 

“Now what took days takes hours,” Güngör says. “We can experiment with more complex lighting instead of compromising. When your game relies on real-time world shifts, being able to test and refine those transitions quickly changes everything.” 

More Power, Fewer Limits

At a small indy game company like Motion Blur, being able to iterate quickly is essential. So much so that Güngör and his team handle their own motion capture, acting out every punch, takedown, and stunt. The process is as unfiltered as it sounds—if a move feels off, they run it again, even if it means a few bruises. 

“Most of the kill animations? That’s me,” Güngör says. “I was doing some John Wick flips yesterday for a boss fight and messed up my back. But we’ve got more sessions in two days.” 

Recording movements is only part of the process. Every capture session generates raw data that needs cleaning, refining, and testing in-engine to make sure animations feel responsive. Before upgrading their hardware, this step slowed production, forcing the team to work around long processing times. Now, with Dell’s Precision 7960 Tower workstation and NVIDIA RTX 6000 GPUs, Motion Blur can preview animations in real time, making adjustments on the fly instead of waiting for renders to finish. 

“Instead of waiting to see how an animation plays, we can tweak it as we go. It gives us more room to experiment and refine.” – Ömer Faruk Güngör, studio director at Motion Blur

Lighting That Feels Real

Black State runs on Unreal Engine 5.4, where the team has modified the engine to support their unique level transitions. Every location in the game has distinct lighting, from dimly lit corridors to sprawling neon-lit cityscapes, and each one needs to feel cohesive as players move between them. 

“With the Dell workstation’s additional CUDA cores, we can finally use the high-quality lighting maps we always wanted,” says Güngör. “You can see it in how the particles react to ray-traced surfaces, how the environments shift. It makes the transitions feel real.” 

And Güngör is exactly right to highlight the NVIDIA RTX 6000 Ada’s CUDA core count. His machine, that he lovingly refers to as “The Beast,” features 48GB of GDDR6 memory and a whopping 18,176 CUDA cores. This increased memory and CUDA core count (along with 4th-gen Ray Tracing cores and 3rd-gen Tensor cores) means decreased wait-times for the computationally expensive lighting calculations in Black State’s environments. Before upgrading, long bake times limited their ability to test different lighting setups. Now, they can run multiple versions in a single day, fine-tuning each scene’s atmosphere. 

What’s Next for Motion Blur?

With faster iteration and more processing power, Motion Blur can focus on making Black State as immersive as possible. The team continues to refine their custom Unreal Engine modifications, pushing for smoother transitions and more interactive environments. 

A release date hasn’t been announced, but Güngör hints at surprises ahead. 

“Everything connects in the story—every place has meaning. When players understand why they’re moving through these impossible spaces, it’ll all make sense.” 

Learn more about the tools Motion Blur used to build Black State.


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About the Author: Cindy Olivo

Cindy Olivo is a Global Industry Strategist for Media and Entertainment in the Specialty PC business at Dell Technologies. She works closely with independent software vendors (ISVs), customers and technology partners spanning a range of workflows and marketing activations within M&E. For more than 15 years, she has been selling, supporting or marketing the vast portfolio of Dell solutions.