Creator Spotlight: DragoF1sh

13/02/2026

Welcome to our Creator spotlight!

Continuing our series of Space Engineers Creator Spotlights with DragoF1sh.

My Build Process:

“Before doing anything else, I do some research. Usually vehicles (including spaceships) have a desired shape for a reason. I grab some reference images from the internet and I compile them into a folder or something I can cross-reference while I am building. It is really great for getting ideas and figuring out what I want my build to be.

When building, I usually start by making a 2-dimensional plan of the ship to-scale and then I slowly start to shape the shell in 3D, adding details along the way until the shell seems accurate and close to what I want. From there I would begin to fill the interior with all of the functional blocks such as reactors, conveyors, thrusters, batteries, etc. The leftover space will become interior space. A neat trick I found is to use passage blocks to avoid thruster burn and use that to make walls and floors with hidden thrusters. Panels and doors are also extremely useful for hiding conveyors and maximizing the space you can use inside the ship’s interior.

A neat trick for making anything to scale is to have a flat image of what you are trying to make (Either a plan, elevation, or section) and then measure the build from there so you can convert it accurately in Space Engineers. Making a replica without measurements will usually result in a build that will be squished or slightly off-looking because either the angles or the length of certain parts will not be accurate.

 

If I am making a mech, I do things a little bit differently. I still use reference images, but I build the shell part-by-part. Ideally with the torso, the legs, the arms, then the head and other subgrids. It makes things a lot easier because of all the subgrids. It is also important to name every single hinge/rotor so that I know what does what. I do have a tutorial video on my channel for making mechs using an old walking script.

My process for making scenarios is a long one – Ideally you should plan everything ahead of time and figure out exactly how everything works. Make some prototypes and make sure the mechanics are functional before starting the build. Make everything in parts and work on each part little by little. Once you have enough of it built, share a private version with some friends you trust and get some feedback; Do some tests with random players and get some ideas from them. Don’t be afraid to change things as you go. You can always go back and replace them as needed. Once you have everything built, always remember to test things out and make sure they work. A few errors might make their way into the final product, but you can always fix them later. But most importantly, have fun!”

My Journey:

“That’s a long story – I will shorten it and keep things kind of vague for privacy reasons. I guess I should start from the beginning. Before I got into Space Engineers, I did Minecraft maps for the 360 edition in 2011 and eventually moved to bedrock edition while I was in high school. It was fun, but I felt very limited by the lack of mechanics and the limitations of redstone engineering in that game. In 2018, I came across some videos by JackRPG that showcased the game Space Engineers and what people were making in it. In early 2019 I started going to university for architecture and when I got a laptop that could actually handle Space Engineers, I decided to try out the game about a month or 2 before it was officially released.

My first builds were absolutely terrible, but that was ok. I was learning and eventually found ways of making ships look better and work better. I took inspiration from a game called “Space Arena: Build and Fight” and used their 2-dimensional ship designs as a foundation to learn more about building ships. You can see the many iterations I went through in the workshop as I found ways of making those ships more and more accurate and detailed over time.

As I learned how to build more and more, I started to learn the importance of scale. Space Engineers is kind of strange in that it tricks your mind into thinking things are smaller than they actually are. Most of us forget that a large grid block is 2.5m and that a small grid block is 0.5m, so I usually chuckle a little when I compare builds to realistically sized vehicles. I eventually learned to try making things at realistic scales or saving space as a challenge and found it kind of fun and interesting. An easy challenge if you want to try compact building is to make a base or house within a 5×5, 4×4,3×3, and 2×2 cube. If you can successfully make each one, then you are already an expert.

This eventually led me down the rabbit-hole of compact building. The idea is to try to make something as functional as possible in the smallest space possible. I find this challenge to be extremely useful as it makes building in Space Engineers a lot easier and you learn about how to use every block to its maximum potential. This also helps with learning how to squeeze interiors between conveyor paths and make every build as functional as possible.

I eventually found myself participating in several Space Engineers multiplayer servers for about a year or 2. During that time, I met many people and learned a lot about the community and what people like to do in this game. After a while, I decided to take my leave and start a new chapter in my Space Engineers journey away from the drama of moderating public servers and spending more time building and designing.

I experimented with mech design and with the help of people like Eternal Colossus, I eventually was able to find my own style of mech-building and contribute new methods and ideas for how to make mech building easier and more accessible to everyone. Mechs are really cool and the challenges of making them work and become somewhat practical is a fun challenge that I enjoy working on in this game. I usually find designs for my mechs on the internet and have fun translating the designs into Space Engineers.

I have slowly been getting more into making scenarios because I want to push the possibilities of what is possible in Space Engineers. While I do not know how to code or how to make mods, I do know how to use them and recognize how they might be useful in ways they were never intended to be used. I want to use my skills in creating stories and minigames people can enjoy and really letting people explore new possibilities in this game. I love Space Engineers and how much it allows us to push the boundaries of engineering.

I have a huge list of builds and new scenarios I will be making over time – so expect more cool stuff from time to time. I also occasionally post things on my youtube channel or twitch. I do not take requests unless they are commissions. The last thing I want to mention here about my journey in Space Engineers is to cherish the friends you make along the way. None of the things I have made would have been possible if it wasn’t for the support of my friends. Thank you for reading this and have a lovely day.”

Iron Harvest + (RTS Scenario)

This WW1 themed Space Engineers Scenario is a fully working Real Time Strategy game utilizing mechs in both PVE and PVP. Fight epic battles by controlling armies of mechs to destroy your opponents!

Dominate the battlefield against your friends or play solo and take on the NPC faction!

A Tiny Spaceship’s Final Mission

Welcome to A Tiny Spaceship’s Final Mission

This Space Engineers Scenario is a story based PVE space fighter shooter where you get to pilot experimental spaceships taking on missions and fighting epic boss battles!

AMBS (Automatic Mech Balancing System)

In an effort to bring mech building technology to the public – I have come up with this simple system that revolutionizes mech building for anyone that needs it!

The AMBS (Otherwise known as the Automated Mech Balancing System) is a very simple system that stabilizes mechs, rovers, ships or anything else you put it on to be perfectly aligned with gravity.

Magnus 1 Mecha

Decided to really push myself with this one – Here are the features Listed:

– Very detailed
– AMBS System (Will try to autobalance automatically)
– Visual System (Mech Perspective)
– Animated Weaponry
– Dynamic Flight Movements and Animations

AI Raptor Pet

This is a fully autonomous pet raptor that works in Space Engineers. It requires 0 mods and even works in survival!

It will follow you up to 2.5km away and will even climb small hills to reach you!

You can find more of the amazing creations by DragoF1sh here and his Youtube channel here.

 

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