About
Terra Nordica is a long-term, self-directed project that combines engineering realism with speculative world-building. Its goal is to explore what a credible human Mars migration system could look like, technically, socially, and operationally, while actively developing the skills required to model it. I am making it in hope to inspire myself and others to the possibility of going to The Red Planet!
The project is a made up world set in the 2060s where humanity fights for control of space. When you enter the website you become a someone dreaming about joining a space adventure, or an engineer facinated by the spacecrafts. In other words you become part of the world! The only place on the site that breaks that immersion is Contact, About pages and some inm-world references to make sure I don't spread missinformation. If you see any inaccuracies please let me know so I can fix them! I want the project to be as scientifically accurate as possible, and I am learning a lot in the process, and sometimes I move very fast and don't read up, or cross check as much as I should before pushing it to production.
- Astrophysics & orbital mechanics – is a very important part of the project for me. I’m a hard sci-fi fan, and physical realism is essential for Terra Nordica to feel attainable. Since my background is in engineering physics, this is also one of the most enjoyable parts of the work. It includes calculating Hohmann transfers, delta-V budgets, mass and fuel requirements, gravity simulation, and working through the real constraints and problems a human Mars mission would face using Matlab, Python, and other specialized software.
- Space systems design – is the seed of how the project started. For years, I found myself thinking about habitat architecture, life support systems, radiation shielding, and propulsion concepts, when going to sleep. Eventually, I wanted to get it all down on paper, and from there the project snowballed into what it is today. At some point, the spaceship Utopia became so detailed in my head that I wanted to see it visualized and simulated.
- 3D modelling & visualization – one of my weakest areas. I am learning to use Blender to create the spacecraft Utopia, orbital stations, interiors, and planetary environments, etc, which are then used to produce realistic renders and animations. I am determined to improve the visual quality as the project matures. This area would also include using Photoshop and Inkscape to create 2D assets like logo or add text to images, or textures to Blender. After rendering video scenes, I use DaVinci Resolve to edit videos. I am creating everything myself except for some textures, and models assets from online libraries. I am also planning on learning to use Unreal Engine to create interactive 3D environments for the colony Terra Nordica, in the future. And also Character Creator to create all the characters in the project.
- Web engineering – is new to me, but fun. I am mostly using Next.js frontend, Flask backend, PostgreSQL, Docker, NGINX, Cloudflare tunneling.
- System architecture – to deepen my understanding of how large systems are built and operated, I have set up a multi-environment architecture with a local development system using WSL, and a Unix based production host server (“Rocky”) where the site is deployed. The system includes containerized services using Docker, a connected PostgreSQL database, monitoring with Grafana, and source control with Git and GitHub. The architecture is designed to support future expansion.
- LLMs & automation – AI-driven characters, simulated crew logs, future decision systems. The simulated crew logs are a fun way to make the whole thing feel more alive, since I won't have time to write detailed narratives myself.
- World-building & role-play – governance, culture, training programs, daily life during transit and on Mars and much more is added to make the world feel more grounded. The lore constantly evolves. As time goes I coming up with new ideas and details, and I add them to the world.