GardenFall - Game Demo

GardenFall is a game demo of an concept for a plant themed underworld platformer game.
The premise of the world is that corruption has began to overthrow the underground plant kingdom, throwing the once peaceful land into a chaotic world of distrust and turmoil.
The game runs on Unreal Engine 5 with assets made using Blender, ZBrush, Accurig, Photoshop and AudioEvolution Mobile.

Gardenfall logo in a cavern with an open hole revealing a dark purple tinged sky with a rift cut open in it
Gardenfall promotional Image
Main Menu photo of the video game
Gameplay photo from Gardenfall
Gameplay photo from Gardenfall
Project Objectives

To create a game demo to show off the concept in its best light and that there's potential.
To achieve this I needed to:
Create a plant character, a Spriteling. Both Low and High Poly versions. Through the use of Blender, Zbrush, Accurig and Photoshop.
Make an environment, its assets and materials for it through Blender and Unreal Engine 5.
Create simple audio effects and background music.
Code in basic game mechanics like movement, camera control and Win-condition.
Create physical real life items to simulate a limited edition video game release, such as Game box, Figurine and Game Instructions.

Project Outcomes

The goal was to create a plant character, a Spriteling in this case. He was made as Low Poly in blender and then the High Poly ZBrush version baked back in for detail.Using Accurig, he was given a skeleton and animations and the textures were handpainted in photoshop.
The environment was modelled in blender with materials created in Unreal Engine 5.
2D assets such as menu screen, UI, Images and some materials were done with the use of Photoshop and Krita.
Audio Effects and BGM was done Audacity and AudioEvolutionMobileStudio.
Coding was done using Blueprints to create character movement, out of bounds teleportation, shifting lights, UI, Main Menu and Win Screen.
Figurine was modelled in Blender and 3D Printed. DVDs and CDs were burned with the game and the soundtrack, and the the instructions/cover was printed.

Thesis: The Use of Photogrammetry and 3D Scanning to Help Preserve Cultural Heritage

Link to thesis video essay: https://youtu.be/p-wxHW3sXxA

Blonde guy wearing glasses with facial hair
Mateusz Troka
BA (Hons) Design for Film

Born in Poland, Mateusz Troka is a 3D artist drawn to how games shape storytelling and the hidden mechanics behind digital worlds.

Originally expecting to pursue modelmaking at IADT, but his interest in the possibilities of the digital craft drew him toward 3D work, where he quickly found his stride.
With growing skills in Blender, ZBrush and Unreal Engine, he enjoys problem‑solving, experimenting, and developing inventive solutions within the 3D pipeline.

BA (Hons) Design for Film