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About

Hi, I'm Tim Wesoly — creator of Foxel — and this is how a lifetime of passion led to its creation.

I’ve been fascinated by video games and computers for as long as I can remember. Growing up in the '80s, my first machine was a Commodore 16. That’s where I began coding — and discovered the joy of combining logic, creativity, and technology. At school, I was drawn to art and design, and I’ve been blending those worlds ever since.

From Qubes to Qubicle

I studied Communication Design in Hannover, and it was during my time at university that the idea for my first voxel editor took shape. It was 2007, and I hadn’t heard of Minecraft yet. I was working on a project involving patterns of light-emitting rectangles when, one evening while watching the documentary film Koyaanisqatsi, inspiration struck: what if I worked with cubes instead of rectangles?

That moment changed everything.

Within half an hour, I sketched out the core ideas that would guide my work for the next 18 years. My pre-diploma project was the first version of a voxel editor called Qubes. For my diploma, I created a Maya plugin that could import voxel models, voxelize meshes, and animate them.

After graduating, I kept refining the tool. I renamed it Qubicle, and released the first version in 2010.

Back then, I didn’t know exactly who would use it — but it turned out that game developers loved it. That was a dream come true for someone who grew up addicted to video games. The most successful title built with Qubicle is Crossy Road, which brought voxel art into the mainstream and reached millions of players.

A New Beginning: Foxel

By the time I released Qubicle 3, its architecture was showing its age. Parts of the codebase still stemmed from my earliest prototypes, and maintaining or extending it had become limiting. I wanted a clean, modular foundation built around a proper API and a modern rendering pipeline.

In 2017, I started the complete rewrite that would evolve into Foxel. I had no idea it would take eight years.

Foxel is the result of relentless iteration — new ideas daily, countless experiments, some dead ends, and lots of breakthroughs. I never had an investor. I just kept going because I love what I do and couldn't imagine doing anything else.

Today, Foxel is the voxel editor I always dreamed of building. And for the first time, I hope to use it not just as a developer, but as a designer again.

The Vision

Foxel isn’t just about creating models — it’s about building entire interactive worlds. My long-term goal is to make that possible right inside the editor: to walk through animated, living voxel environments, and to share them with others.

Thank You

Whether you’re a game developer, artist, or just a curious creator — thank you for checking out Foxel. If you're already using it, you're part of a journey that started in the early '00s and still hasn’t run out of steam.

If you’d like to stay in touch, come join the Foxel Discord and say hello.

Tim Wesoly
Founder, Minddesk Software GmbH
Kiel, Germany