The Making of My Game
Goldanniyatech



Goldanniyatech Cover

Introduction


I'm developing alone and from scratch (without external assets or plugins) my game Goldanniyatech since 2018 (made official in 2021) with the following tools:

  • Unreal Engine 5 for gameplay programming (Blueprints & C++) and world creation
  • Blender for modeling, sculpting, and animation for every single asset
  • Substance Painter for creating every PBR texture
  • FL Studio for creating lightweight sounds and music (not a specialist of FL, though)

I don’t use generative AI to automate modeling or programming tasks. While I do use this tool for brainstorming, learning, and skill improvement, I believe that hand-crafted models and code is the only way for me to maintain full control over my game's quality and creativity.

Other Activities


Alongside developing my game, I have been teaching Computer Science in higher‑education institutions since 2022 and completed my PhD thesis on the semiotics of 3D game development from a technical standpoint at Sorbonne University, which I started in 2018 and successfully defended in 2024.

Terminology


I mix both Unreal Engine, Substance Painter and Blender terminology. For instance, a Skeletal Mesh doesn’t have a real equivalent in Blender. We can talk about the Armature modifier or a bone-based animated mesh, but it’s cleaner to use unreal Static & Skeletal Meshes. Hard Surface and Organic distinction is meaningless here, as a Hard-surface model can have an armature with bones (a factory machine) while an organic model can be a Static Mesh (a statue or an non-animated action-figure).


Goldanniyatech Updates & Releases

Release 0: Benchmark Demo

Release 0: Benchmark Demo

Update 1: Entering Production

Update 1: Entering Production

Update 0: Prototypes

Update 0: Prototypes

Asset Breakdown

Asset Breakdown: Props

Asset Breakdown: Props

Asset Breakdown: Creatures

Asset Breakdown: Creatures

Asset Breakdown: Lights

Asset Breakdown: Lights

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