Creative Studio

NULLSECTOR

The Stoody Group Inc.

A collective of artists, engineers, and innovators dedicated to pushing the boundaries of interactive entertainment. We share knowledge, build tools, and create experiences.

3Active Projects
4Industry Veterans
7+Tools Released
Explore
01

Selected Works

Recent Works

A curated selection of recent work from our concept art, environment design, and technical art teams.

NULL SECTOR - THEME
Music
01
2025Completed

NULL SECTOR - THEME

Lyrics (English Translation):

[Verse 1]
One night you might meet me by chance,
If you do, take heed for a moment.
Don't run, for escape is a mirage,
You will die tired, not in agony.

[Chorus]
Dayra ra ra ray ray rara rara ray
Dayra ra ra ray ray rara rara ray
Dayra ra ra ray ray rara rara ray
Dayra ra ra ray ray rara rara ray



الكلمات / Lyrics (Arabic):

[المقطع الأول]
ليلةً قد تلقاني صدفةً،
إنْ لقيتني، فانتبه لحظةً.
لا تهربْ، فالفرارُ سرابٌ،
ستموتُ تعبًا، لا عذابًا.

[اللازمة]
دايرا را را راي راي رارا رارا راي
دايرا را را راي راي رارا رارا راي
دايرا را را راي راي رارا رارا راي
دايرا را را راي راي رارا رارا راي

Orkhan Aliyev

Project Lead

MusicArtThemeBrand-Identity
NULL SECTOR PROJECT INITIALIZED
CORE
02
2025In Progress

NULL SECTOR PROJECT INITIALIZED

We started developing NULL SECTOR in 2025. Our initial goal was to provide players with a cheat-free FPS experience without them hating the developers. In addition, we wanted to capture their attention and present our serious story to convey our thoughts to them. We hope we succeeded.

Orkhan Aliyev

Project Lead

Unreal Engine 5First-personShooterMultiplayer
02

Technical Work

Technical Work

Engineering notes, pipeline fragments, and technical contributions from the NULL SECTOR team.

Classification:

Public
Technical Preview
Restricted
TH

Unreal Engine Tagged Scope Data Library (TSDL)

Orkhan Aliyev / 2026

ToolsRestricted

The Tagged Scope Data Library lets you create records, organize them hierarchically, and query them extremely quickly. Even a large number of per-frame queries has no noticeable impact on performance. Although it’s primarily designed for animations, it is also widely used internally for other types of lookups.

Technical Notes

This tool isn’t public yet, and we plan to release it gradually.

UE5AnimationPlugin
03

Tools

Tools

Available tools and utilities that we built for ourselves and now share with other teams.

1 tools available

NS MannyBridge

$49.99

Orkhan Aliyev

v1.1.0

Support & Contact Support Email: stoody.org@gmail.com or nullsectorproject@gmail.com Discord: NS MannyBridge Community Summary & Value Proposition Does it work for both First-Person (FP) and Third-Person (TP)? Yes. Because it utilizes the standard Manny rig, the toolkit fully supports both FP and TP animations. Save Your Animation Budget Custom, high-quality animation is expensive. NS MannyBridge is designed to drastically reduce the need to hire animators for scratch-made assets. This toolset allows you to effortlessly extract animations from existing projects (like Lyra or other FPS templates), retarget them, edit the poses, and reuse them across different weapons, items, or locomotion states. Note: Currently, the toolkit does not support UE4 to UE5 (or reverse) retargeting, as we wanted to focus purely on the UE5 standard. If there is enough community demand for UE4 support, we are open to adding it in a future update! What it is NS MannyBridge turns Blender 4.5 into a focused animation station for Unreal Engine 5's Manny skeleton. It closes the loop between the two DCCs: you import an FBX, the toolkit maps the rig onto Manny, you layer and clean the animation using tools designed specifically for that workflow, and you export straight back to UE. Everything lives under a single sidebar tab called NS MannyBridge in the 3D Viewport. This is not a general-purpose animation tool. It is specifically tuned for the Manny skeleton and the round-tripping FBX workflow that UE animators use day-to-day. Who it's for Solo developers and small teams shipping UE5 titles who cannot justify a full Maya or MotionBuilder license. Animators who already have a library of FBX mocap or keyframe animation and need it on Manny quickly. Anyone currently switching between Blender, a retargeter, a pose fixer, a keyframe reducer, and the FBX exporter, who simply wants one place to do all of that. What's in the box Mapper (nsmb_mapper): Analyzes any imported armature, identifies its bones, and generates a mapping onto the UE5 Manny skeleton. Works on clean FBX rigs and on rigs with unusual naming conventions. Produces a reusable mapping so you can re-retarget similar rigs in one click. Animation Stack (nsmb_layers): Non-destructive animation layering on top of Blender's native NLA system. Stack multiple passes, blend them, solo during review, and bake down to a single clean action for export. Includes influence keyframing, custom frame ranges per layer, selective bone baking, smart bake, scene-range-from-action shortcuts, and a cleanup pass that removes orphan baked actions. Constraints (nsmb_constraints): Virtual bone constraints that live outside the exported animation until you bake them. Supports Child Of, Copy Transforms, and Damped Track. Useful for rigging weapon parents, hand grips, prop follows, and IK-like behaviors without touching the skeleton Unreal expects. Includes a dedicated "Bake Constraints to Keys" operator that writes the evaluated motion into the action so the FBX export carries it. Smart Unbaker (nsmb_smart_unbaker): Reduces dense per-frame keys (the kind you get after baking mocap or constraints) down to editable curves without changing the visible pose. Includes per-fcurve tolerance, handle-type control, preview mode, and a bones-only or selection-only filter. Pose Library (nsmb_pose_library): Save and apply named poses with full bone-scope control. Stored as JSON so the library travels between projects cleanly. Includes select-by-pose, mirror, and a project-relative presets folder. Clean Keys to Markers (nsmb_clean_keys): Single-file utility that clears keyframes between two timeline markers, keeping the boundary keys intact. Useful when splicing and re-cutting mocap. How it fits together The standard workflow is modular and varies based on your needs, but generally looks like this: Import the source FBX (from Cascadeur, direct from UE, or another source. Note: If you need to use Mixamo or similar skeletons, we provide tutorial videos to guide you through the process). Use the Mapper to retarget the animation onto Manny (both the Mapper addon and the Manny reference rig are included). Clean the timeline by removing unneeded keyframes. Polish the animation using the included Animation Stack, Pose Library, and Constraints addons, then bake the result. (Optional) Unbake dense keyframes to clean curves if further manual editing is required. The current unbaker algorithm is highly functional, and the open-source nature of the tool means you can easily script additional algorithms if needed. Export the result back to UE5 as an FBX file. All tools are independent—install the full bundle or only the addons your pipeline requires. Requirements Blender 4.5 LTS or newer (Windows / macOS / Linux). Zero external dependencies: No external Python libraries, no network access, no telemetry.

AutomationUE5Animation
04

About the Studio

Where Art Meets Engineering

NULL SECTOR was founded by The Stoody Group Inc. as a collective of industry veterans who shared a common vision: to create a studio where artistic excellence and technical innovation exist in equal measure.

Our team brings together concept artists, environment designers, technical artists, and software engineers.

We work on projects ranging from AAA game development to architectural visualization, always maintaining our commitment to quality and innovation. Our open-source initiatives reflect our belief that knowledge sharing strengthens the entire creative industry.

Precision in Craft

Every pixel, polygon, and line of code reflects our commitment to excellence. We believe that attention to detail separates good work from exceptional work.

Innovation Through Research

We dedicate time to exploring new techniques, tools, and methodologies. Our internal R&D initiatives ensure we remain at the forefront of creative technology.

Collaborative Excellence

Our teams work in close coordination across disciplines. Artists and engineers share knowledge, creating solutions that neither could achieve alone.

Professional Integrity

We maintain strict confidentiality with client work while actively contributing to the broader creative community through open-source initiatives.

Leadership

05 members
Mahammad Khanlarov
01

Mahammad Khanlarov

Believed

Investor & Technical Asset Manager

The Foundation: Provided the vision and resources that made the project a reality.

Integration Specialist: Expertly utilized custom Blender and Unreal Engine tools to fine-tune data assets.

Technical Asset Management: Bridged the gap between raw 3D assets and engine-ready data, managing complex attachment systems and weapon configurations.

Javid Shukurlu
02

Javid Shukurlu

Made it beautiful

Lead Hard-Surface Artist

Recognized as one of the top artists in the industry for mechanical and weapon design.

Visual Fidelity: Created the signature "ultra-realistic" look of the game's arsenal.

Quality Standard: His work defines the AAA aesthetic that sets the project apart from competitors.

Agshin Asgarli
03

Agshin Asgarli

Assembled

Technical Associate

Managed the immense task of asset implementation and data organization.

The Engine Room: Relied upon for his ability to master complex pipelines and execute time-consuming data architecture.

Operational Support: Played a critical role in bringing thousands of individual pieces together into a cohesive, functional game world.

Orkhan Aliyev
04

Orkhan Aliyev

Architected

Technical Director

The mastermind behind the game's entire technical ecosystem and multiplayer infrastructure.

Full-Stack Development: Programmed the multiplayer systems, created custom engine tooling (Unreal/Blender/Maya), and engineered the shader/customization systems.

Creative Polymath: Designed the UI, composed the original score, and served as the lead designer for the game's levels and core concepts.

JES
05

José Emannuel Serafim Oliveira

Breathed Life

Lead Animator

Engineered the animation layers and procedural systems that allow for fluid transitions between movement states and weapon interactions within the engine.

Masterminded the complex interaction between characters and weaponry, ensuring every reload, recoil, and bolt-cycle feels tactile and authentic.

Developed high-fidelity human movement sets specifically tuned for weapon handling, focusing on weight, momentum, and realistic operator posture.