The Making of My Game
Goldanniyatech



Unreal Engine Editor for Goldanniyatech

Introduction


I began creating my action-adventure game Goldanniyatech (codenamed Golden) in 2018, alongside writing my PhD thesis on the semiotics of game development from a technical standpoint (started in 2018 and successfully defended in 2024 at Sorbonne University) and teaching Computer Science in higher‑education institutions since 2022.

My game is entirely developed by me and from scratch, without external assets, external plugins, or generative AI for content creation. I only use generative AI for textual brainstorming and learning.

Terminology


I also 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)

Unreal Engine Editor for Goldanniyatech

My Pipeline


My pipeline allows me to maintain full control over creating my game.

Unreal Engine 5 is my game engine of choice, as it’s an amazing engine, truly designed for open worlds and very heavy 3D graphics. I build gameplay systems using Blueprints and C++, create many particle systems & emitters using Niagara, and rely on advanced rendering features such as Lumen and Nanite.

Blender is my only 3D DCC because it’s extremely convenient for my workflow. I use it for modeling, a bit of sculpting, UV unwrapping, and armature‑based animations.

Substance Painter is where I create my semi‑stylized PBR textures directly on my 3D models.

FL Studio is also part of my workflow for music and sound design, even though I’m still learning it (I’m no musician 😅).