Eutierria is a stylized 3D Platformer for PC about a little creature that is regrowing the environment by moving, exploring and collecting toxic jelly to eventually recover more areas- featuring a unique growing mechanic, fun movement and other creatures that were banished from the environment. I developed the demo on my own with a special focus on technical art and performance.
Inhouse Production
Full Development, Concept, Art, Sound
Solo
PC, Steamdeck
3D Platformer
”Eutierria” is my latest project that I developed in Unreal Engine 5.0.3 for my final term at the htk academy in Hamburg in about 5 months. The game was featured at the Play23 in Hamburg.
The demo features a tight character controller and dynamic moveset, custom made and performant shaders as well as a unique system that makes it possible to clear the environment and in exchange grow foliage.
In addition to the concept, assets and worldbuilding, I also built an adaptive soundtrack that adapts to both the environment itself and the cleanliness of the environment. I used garageband to create melodies for each instrument and FMOD to make each individual instrument (and ambient noise) fade in or out based on various factors. It was important to me that the sound and UI adapt to the whole concept and are polished as well as possible within the 5 months development time.
When I first started the project, I knew in which direction I wanted to go and played around with various concepts.
Since my focus was on technical art, I played around with a custom plant generator, that would use Unreal Engine's Data Tables and Structs to randomly* generate a stem, a random* amount of branches, plants and of course different meshes. While it was quite fun, the performance wasn't optimal and adding skeletal meshes for animation was overkill. So I turned to VATs.
*seemingly. Each variable had a set probability to spawn each different mesh.
Vertex Animation Textures use rows and columns to display each vertex and its x, y and z coordinates. In the material editor I used this texture to create a shader that simulates custom animations. That worked but after implementing the first few VATs I realized that it was impossible to create, implement and polish like 20 more foliage assets. In the end, players might not even notice such a small detail- but I do have to say that I learned a lot.
The final demo used basic textures meshes and a world offset to simulate wind and a little bit of wiggle when the player moves through. It is the most performant, efficient and logical solution considering I only had 5 months to develop the demo.
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