Growth Game Prototype
Growing moss and lil sprouts

Growing moss and lil sprouts

Growing grass!

Growing grass!

Corruption destroying stuff!

Corruption destroying stuff!

Early sprout growth vis-dev!

How the sprout growth works, the alpha channel controls a subtract-shader that slowly makes them grow!

How the sprout growth works, the alpha channel controls a subtract-shader that slowly makes them grow!

Old video before I did a full refactor of the terrain painting system, as you can see it looks a lot weirder and it was fully separate from the mesh-painting system, now I've merged them and it's a lot nicer!

Foliage Shader

Foliage Shader

Water Shader

Water Shader

Shaders and models control LODs, so it looks painterly and nice from any distance sort of!

Shaders and models control LODs, so it looks painterly and nice from any distance sort of!

Growth Game Prototype

! Please watch the video! <3 !
A little game-prototype I've been chipping away at!
The big features I wanted to explore was:
-Local wind on grass, trees and water by making my own fluid-sim
-Paint using RenderTargets on any mesh in the game in a performant way, to add/remove grass or corruption-goop
-Grow plants in a visually satisfying but performant way, not just scaling and spawning meshes.
It was important for me that every system works dynamically and with as low performance impact as possible. There are no quick-hacks here!
The blueprint setups are sadly too complex to breakdown, there's a lot of stuff going on in the background ^^

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