Goldanniyatech
Assets Breakdown:
Props

Overview
As I’m developing my game Goldanniyatech alone and entirely from scratch (without generative AI for content creation), I wanted to share a breakdown of a few 3D models to give some insight into my workflow and creative process 😁.
These models were created under open-world, time-budget constraints. Besides, they also take advantage of the Nanite technology, both for Static Meshes (models without deformation through bone-based animation or Shape Keys, though I never use the latter) and Skeletal Meshes (animated models with bones that deform the mesh).
I also wanted to highlight that my models are showcased using different rendering engines, depending on which best presents the asset. I alternate between Blender Cycles, Substance Painter IRay, and Unreal Engine’s renderer (in isolated scenes that more closely reflect in-game graphics).
As a result, there may be slight differences in how the models appear compared to their in-game versions 😉, since I adapt the lighting and environment specifically for portfolio-style presentation rather than gameplay.
I wanted to show a lot of architectural assets I’ve made alone, completely from scratch, for my game Goldanniyatech.
What’s interesting is that I created many of these assets without Lumen or Nanite in mind (way before Unreal Engine 5 😅), so they feature less detail than what I am potentially able to do.
Click on any thumbnail to see the detailed asset

















































