1. Echo island
Trailer:
Screenshots:
The initial architectural models were created using Rhino and Grasshopper. In Grasshopper, I used the "Divide Surface" function to break a square into multiple points. These points were then systematically rotated and distributed using Tensor Display.
Next, I placed generated objects at each point, adjusting their angles and sizes to form a structured matrix. The point data from this matrix was then exported as a table and imported into Unreal Engine, where I used it to generate a parametric architectural environment.
For additional structures, I used Houdini with two different methods:
Geometric Transformation – I duplicated, rotated, and arrayed a base shape (a square) to form a clustered architectural structure. Then, I merged and intersected it with other shapes, cutting and combining them to create a unique building.
Equation-Based Modeling – I input mathematical equations into a script, generating complex geometries algorithmically.
By combining these architectural elements, I built the initial game environment. The game incorporates a physics engine, enabling the character to interact with objects such as ladders, stairs, and bricks, responding with realistic motion and animations.
Details:
Process:
User testing: