Night had fallen in Neuron City, but for Makoto Yoshida, reality was just beginning.
The apartment was small, a concrete cube with smart glasses, a fold-out bed, and a table where the SeedStation rested. The console glowed with soft blue lights, connected to the neural USB drive and synaptic reality goggles, silently awaiting the creator who would dare to shape worlds.
Makoto sat in front of the device. His breathing was calm, but his heart was not.
He knew that crossing the barrier of consciousness and entering SeedNet was like crossing into the plane of the gods, the place where ideas took shape, where the impossible became playable.
He plugged in the flash drive, adjusted his glasses over his eyes, and whispered:
"Let's begin..."
The transition was immediate.
As if immersed in an ocean of liquid light, Makoto found himself within an infinite white space, the SeedNet Primary Development Nucleus. A clean, silent space where anything could be created with thought, intention, and mental command.
He floated. In front of him, tool windows appeared like constellations: scenario design, modeling, enemy AI, dialogue writing, puzzle, logic, sound, lighting.
Makoto closed his eyes.
And he thought:
"Resident Evil 1. A complete remake. A new version for a world that never knew it."
And then... the world began to take shape.
The Spencer Mansion.
Walls appeared. Cracked marble floors. Crystal chandeliers covered in years of dust. Old mirrors. Red curtains.
He was inside the mansion.
Everything unfolded fluidly, as if it were already ready within him. Every room, every locked door, every narrow corridor with angular shadows.
The atmosphere was perfect: dense, silent, menacing.
Makoto walked slowly through the rooms he was constructing with his mind, each texture precisely designed thanks to memories and knowledge of interior design he didn't even know he possessed.
And then he started bringing in the characters.
Jill Valentine.
Makoto pictured the Jill he saw in his memories, the Resident Evil 3 Remake version, with her determined face, short hair, and serious expression. There was an outfit in RE3R that paid homage to her classic look, with a light blue blouse, dark skirt, gloves, and boots.
It was that one. Exactly that one.
"Model: Jill Valentine. Base version: RE3 Remake. Outfit: Modernized classic RE1 outfit."
The model appeared before him, breathing softly, as if she had just woken up.
Makoto stepped forward, observing the level of faithfulness.
Perfect.
Chris Redfield
Chris didn't have an official young "Remake" version like in the original Resident Evil 1. But in Makoto's mind, there was fan art and realistic recreations made by fans using the RE Engine. He pieced together these fragments and created a new Chris: young, muscular, with the S.T.A.R.S look, but more modern.
"Model: Chris Redfield. Version inspired by RE Engine recreations. Face and expression adjustments based on realistic structure."
The character appeared next to Jill, crossing his arms, with a confident and silent look.
Rebecca Chambers
For Rebecca, he immediately remembered of her version in Resident Evil: Vendetta. Young, intelligent, but with more mature features and modern looks, a field medic uniform, and a gentle but determined expression.
Makoto adjusted the model with attention to detail: hair, features, proportions, S.T.A.R.S costume. The character emerged with a brilliance of precision that impressed even him.
Albert Wesker
And then... Wesker.
Makoto opted for a rejuvenated version of the look he saw in the Resident Evil 4 Remake. A cold, strategic man with a lethal gaze, but with slightly younger features, consistent with his role in the first game.
"Model: Albert Wesker. RE4 Remake version with youth tweaks. Preserve intimidating aesthetic."
The villain appeared in a dark corner of the room, as if he were already plotting something.
Makoto was surprised by how easily everything was being done. SeedNet's tools responded to him with extraordinary precision. His mind already knew what he wanted, and the system obeyed his mental baton like a conductor.
It was as if he had created this game before.
Every item, every ambient sound, every line of dialogue. Even the enemies, slow-moving zombies with realistic animations, infected dogs with fluid movements, mechanical puzzles, everything flowed as if it were remembered, not invented.
And even stranger: SeedNet itself seemed optimized for him. Interfaces responded faster. Modules connected with minimal latency. Instead of hours, Makoto was shaping entire areas in minutes.
The simulation didn't just accept the Resident Evil of his mind...
It wanted him to make it.
When Makoto finished the main hall, the painting room, and the first zombie corridor, he checked the internal timer:
> ⏱ Creation Time: 2 hours and 37 minutes.
At this rate, with just a few sessions a day, Makoto could finish the entire game in three days. With an additional two days for testing, tweaking, and optimization.
The 1 month deadline now seemed... ridiculously generous.
He removed his glasses, his heart still racing, and stood silently in the darkness of his apartment. The real world seemed... dull. Small.
He knew what he was doing.
He was bringing to life a classic from another world.
And nobody had any idea.
----
The city was dawning, its orange sky reflecting in the chrome windows of Neuron City.
While many were still waking up, Makoto Yoshida had already been on SeedNet for hours, finalizing the last details of his project, the remake of Resident Evil 1 .
Every hallway in the mansion, every sound of footsteps, the breathing of zombies, the slight flicker of light, everything was perfectly calibrated. There was nothing left to do there but bring the voices to life.
It was time to look for voice actors.
Makoto took off his synaptic glasses and headed to LUXCORE's administrative office. In the greenish glass office, supervisor Sakura Amano greeted him with a watchful eye over her tablet.
"Have you finally decided to dive into the project, Yoshida?"
She said, her voice as calm and professional as ever.
Makoto nodded, somewhat seriously.
"I need to request voice actors for the game. I've already written some lines for auditions and prepared descriptions for all the main characters."
Sakura arched an eyebrow. Not all of the program's games required voice acting, especially in the early stages. Most opted for text, minimalist animations, or even synthesized narration.
"Hmmm... bold. I can arrange tests with newcomers registered in the company database. Send me the lines and profiles."
Makoto handed over a digital folder with:
Selected lines from Jill, Chris, Wesker, Rebecca, and others.
Physical and psychological description of each character.
Visual references rendered directly from the recreated RE Engine.
Sakura read silently for a few minutes, and then... smiled slightly.
"Understood. I'll get everything sorted as quickly as possible."
The next morning, Makoto's computer received the audio files.
Each character had three candidates. All were aspiring voice actors looking for a big project to prove themselves.
All of them, recommended by a dubbing director.
Makoto donned the glasses and, in SeedNet, uploaded each voice in sync with the character model, observing expressions and timbre, judging every detail with absolute seriousness.
"Jill… needs firmness, but also compassion."
"Wesker must be cold, calculating, but charming."
"Chris… determined, protective, with a leadership presence."
"Rebecca… lightness and intelligence."
After hours of listening and reflection, he selected the following talents:
Jill Valentine — Aya Kimura : firm, mature, emotionally precise voice.
Chris Redfield — Kaito Enomoto : deep timbre, with warmth and strength.
Rebecca Chambers — Rina Shimizu : sweet voice, with clarity and lightness.
Albert Wesker — Toru Minase : cold, elegant tone, with a dark presence.
Narrator/additional voices — Souta Kawabe : versatile and expressive.
He sent the choices to Sakura, who replied minutes later:
✅ Confirmed. LUXCORE Tower Dubbing Studio, Room 3B. Today at 2 PM.
----
As he headed to the studio with Sakura, Makoto carried a folder with realistic images of the characters and the complete script.
On the way, Ren Tanaka and other developers saw the pair walk through the production wing, with Sakura at their side, towards the dubbing area.
"He… is going to the studio?!"
"Does Makoto have voice acting in his game?"
"Amano-senpai is with him?!"
Nobody expected this from a beginner.
Makoto just walked in silence, focused.
In room 3B, the dubbing director, a bald, clean-shaven man named Hiroshi Daigo, greeted them with an intrigued smile.
"Are you the developer? I didn't expect someone... so calm."
Makoto handed over the materials with a firm hand. The actors arrived next, all a little nervous, unsure of what to expect. When they saw the realistic character designs...
"That's… absurd."
Rina Shimizu said, watching Rebecca.
"I thought it was just some random game. This looks like... AAA level."
Toru Minase commented, as he stared at Wesker's image.
Aya Kimura was silent for long seconds in front of the rendered Jill, until she said:
"It's an honor to be her voice."
Hiroshi leafed through the scripts.
"These dialogues… have depth. They have rhythm. It's all… very well done."
Sakura watched everything, and though she didn't express emotion easily, her eyes scanned Makoto with a different perspective. She knew he was dedicated. But this was more. It was genius.
She whispered, almost without him hearing:
"This game… has soul."
----
The weeks passed with impressive fluidity.
Makoto worked during the day on his minigames and side hustles. In the afternoons and evenings, he oversaw the dubbing, adjusting lines, and offering tips on tone, emotion, and pauses.
He knew exactly how each character should sound, as if he had known them for decades.
Director Daigo's experience and patience, along with the actors' dedication, made the entire process fluid and rewarding. Everyone began to truly believe in the project.
The voice actors began talking among themselves, speculating about the story, the creatures, the characters' fates. They wanted to know more. And they were excited about the possibility of sequels, where their voices would return.
On the 21st, the last file was saved. The dubbing was complete.
Makoto gathered everyone in the studio and, with a slightly shaky voice, said:
"Thank you so much. Your voice… is the soul of these characters. I would never forget that."
Aya, Rina, Kaito, Toru, and Souta all shook his hand. They gave him their contact information. They said they were rooting for him. And honestly… they believed they were part of something big.
Director Hiroshi, in turn, was direct:
"If this game isn't chosen… the system is broken."
Over the next few days, Makoto added the voices to the game. Every line was synchronized, every facial expression calibrated. He played through the entire game from start to finish several times.
The game was perfect.
Not just functional. Inspired. Complete. Alive.
And then, on the 26th, with his heart heavy with emotion, but with the certainty of duty fulfilled, he took a deep breath and clicked the send button:
📤 Submit Game for Review
Project: Resident Evil
Developer: Makoto Yoshida
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