In Progress.
You protect a living flower from a sandstorm, drawing power from the flower to keep up the pace.
Its abilities fuel a cycle of rising speed and tension, culminating in moments
of overwhelming momentum and partial loss of control.
Built in Unreal Engine.
The core loop is built around lane-shifting and wall-surfing, which lets you charge a burst gauge over time. The boost triggers automatically once full, sending you into a short, high-speed peak you can’t control.
The more you ride that state, the more exhilarating and unstable it becomes, creating a constant pull between chasing the rush and assessing the unavoidable moment of loss.
I focused heavily on procedural generation to make the project scalable and solve the genre’s main weakness: repetition. I built a system of nested arrays to create reusable pattern sequences that can be combined in different ways.
Each sequence follows simple rules (a start block, an end block, and a variable number of middle blocks), and each block is chosen randomly from a set of assets. While designing assets, I always tested their repeatability to ensure they looked good next to any other piece.
The floral canyon
Character (modelling and animation), music, new environments and more...
Game feel comes first, even if I’m itching to dive into music, art direction, and world-building.
A strong universe can’t fix a game that doesn’t work.
When testing simple mechanics or early game ideas, i put elaborate visuals aside.
Here is a selection of two prototypes from a larger set.
Focusing on what I feel in a space, rather than how it looks, makes
a huge difference when designing environments ;
it brings them to life.
Built in AFrame (WebVR).