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GMTK2022 Game Jam Entry: Marble Garden

I participated in Game Maker's Toolkit Game Jam 2022 with a friend, to get some Unreal Engine practice. Neither of us had had much experience with UE beforehand, so it was a really interesting project to get to the finish line in 48 hours. I was responsible for all of the art, and this post is a kind of breakdown of what that involved.

The game itself is a sort of Plinko/Fortuna hybrid. You can check it out here: https://polkey.itch.io/marble-garden

Tiling materials made with Substance Designer.

Tiling materials made with Substance Designer.

All the assets I had time to make during the weekend. Only 2 distinct mushroom caps, but I configured them in the blueprint to randomly rotate during runtime to hide repetition without having to manually place them one by one.

All the assets I had time to make during the weekend. Only 2 distinct mushroom caps, but I configured them in the blueprint to randomly rotate during runtime to hide repetition without having to manually place them one by one.

Grass shader in action. Moves the grass away from objects using distance fields. Earlier version had wind movement, but it didn't fit in that well and the timetable didn't allow for polish to make it better, so I removed it.

Grass billboard texture. Red channel is grayscale luminance, green is ID/offset, and blue is gradient from root to tip. Shader parameters determine the coloration.

Grass billboard texture. Red channel is grayscale luminance, green is ID/offset, and blue is gradient from root to tip. Shader parameters determine the coloration.

Grass shader graph

Grass shader graph

Flow shader I made during the last hour before deadline. The vector and other maps were just some quick noise from Substance Designer due to time constraints.

Flow shader graph

Flow shader graph