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THE AGE OF GLOOM

2022 – 2024  |  DESIGNER / DEVELOPER (CONTRACT)  |  UNREAL ENGINE 5

A gameplay-first world of ruin and strategy — featuring eight unique wagon classes, multi-threaded procedural hex world generation, a custom post-process shader system, and a full art-direction pivot from 3D to 2.5D. A technically ambitious contracted project that pushed the limits of what's possible in Unreal Engine 5 for a small team.

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CUSTOM POST-PROCESS SHADER

Developed a custom post-process material to visualize the core Gale vs Gloom mechanic — dynamically saturating the environment based on proximity to the player's lantern. The viewport is first globally desaturated; objects tagged as "Gale" are then re-saturated using stencil masking, noise blending, and lerps. The result: a powerful atmospheric tension system that communicates danger without any UI. Built entirely in UE5's material editor, optimized for real-time updates as objects enter and exit the lantern's range.

PROCEDURAL HEX WORLD GENERATION

Built a hex-based procedural world generator that creates a unique map every playthrough. Used UE5 Level Instances to stream hundreds of tile variations in and out without performance impact, and implemented a custom multi-threaded tile loading system so new hexes are ready before the caravan reaches them. Each hex tile pulls from procedural rulesets governing terrain, asset spawning, and encounter points. Hand-designed every core hex variant in collaboration with the book's author.

2.5D ART DIRECTION & PAPERZD

Directed the full shift from 3D to 2.5D to achieve a more defined and readable art style. Built a custom terrain system generating procedural ground planes with a tile-based structure. Using PaperZD and pixel art animation blueprints, created a responsive animation system for wagon attacks and state transitions — retaining spatial depth while gaining the clarity and expressiveness of pixel art.

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