Welcome to our Creator spotlight!
Continuing our series of Space Engineers Creator Spotlights with CHKNFRYRMN.

“I started playing Space Engineers in 2020, with no idea how far it would take me. At first, I was mostly building fairly normal spacecraft, but everything changed when I realized I could combine the game with my passion for cars. That was when I really got hooked. Not long after, I established CHKN CO and uploaded my first lineup of cars. Those early creations were far from optimized, and it has taken years for both my vehicle design and the technology behind it to evolve into what they are today.
A big part of that innovation came from Formula Space Engineers, the racing series I help run. It is a highly competitive league where everyone is constantly pushing to make the fastest and most effective car possible. That competition forced me to learn, adapt, and innovate, and many of the lessons from it are now built directly into my scripts. One of the things I love most is how surprisingly realistic the physics are. If a car’s center of mass is too far back, it will oversteer. If it is too far forward, it will understeer. In the series, we often feel like we have reached the limit of what is possible, but then somebody discovers something new and pushes it even further.
Over time, that mix of car knowledge and Space Engineers experimentation has let me create vehicles with a huge range of behavior. I have suspension settings that change dynamically based on speed and steering input for performance, but I also enjoy adding more playful or quality-of-life features. I have a mode for doing donuts, another that turns indicators into disco lights, and logic that switches the hydrogen engine on or off based on power consumption. I have always enjoyed not just making things work, but making them feel immersive and satisfying to use.

More recently, I have also focused on sprite-based scripts. Some are built for serious functionality, while others are just for fun. One example is my dashboard script, which I designed to look and feel like a real car dashboard, complete with a boot-up animation and live driving information. I also created an advanced fighter HUD script designed specifically for the fighter cockpit LCD, giving the pilot the information they need in a clean and practical layout. My most recent project is an entertainment system script that includes seven playable games, which made testing it more fun than usual.
For my building process, I usually start cars by basing them on something real. In most cases, I need four reference images: a front view, side view, rear view, and a front three-quarter view. I keep those images on another monitor while I work through the shape and detailing. To me, the side view is the most important, because it defines the proportions of the car, including how far the bodywork sits from the wheels, the wheelbase, and the placement of the windshields.
For scripts, the process is often more about persistence than anything else. If I get stuck on one project for too long, I usually switch to another for a while and come back later with a fresh mindset. That often makes progress much faster, and it helps me keep motivation going across long projects. A big part of my process is iteration, sometimes going through hundreds of versions to get something feeling right.”
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CCWC 2.0This is the ultimate rover performance script, rebuilt and expanded for all vehicles. CCWC 2.0 is a full vehicle control suite designed for high-performance cars, trucks, off-roaders, and racing rovers, featuring dynamic suspension, traction logic, power control, automation systems, and advanced driving assists all in one programmable block. |
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CHKN CO Praetorus GTThis car was built to showcase the racing potential of my new CCWC 2.0 script. Based on the GR GT, this car features an optimized low center of gravity, rigorous steering tuning, and maximum power delivery. |
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Monza Race Track [FSE]This is Monza! This circuit has been designed to Formula Space Engineers standards to assure maximum quality. The track has many corners designed to test the limits of performance on cars. The track includes the FSE Track script to track laptimes and progress towards the fastest lap. |
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CHKN CO Entertainment SystemThis script contains 7 games to play, in a game… This script can be fully controlled with keyboard input, the listed arguments are completely optional. This script will also automatically scale to any LCD. |
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Space Engineers – Cyberpunk CityA short cinematic showcasing the Clang City map 😀 |
You can find more of the amazing creations by CHKNFRYRMN here and their youtube channel here.
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