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Sonic Greenhill Time Trial - Roblox

This project is a deep dive into high-performance stylized environment art and arcade-style gameplay within the Roblox engine. My goal was to recreate the iconic "Green Hill" aesthetic using a modern, optimized pipeline suitable for cross-platform play (Mobile/PC/Console).

Technical Breakdown
1. Asset Pipeline & Optimization

Zero-Base Modeling: Every asset was modeled from scratch in Blender, maintaining a strict low-poly topology

Texture Atlasing & Resolution: I implemented a custom texturing workflow using 128px and 256px atlases. This ensures a consistent texel density and a "crispy" retro-modern look while drastically reducing draw calls.

Environment Materials: The walls were authored using a hybrid workflow between Substance Painter and Blender to achieve unique tiling patterns that avoid visual repetition.

Performance Tricks: Used Animated Billboards for the Sunflowers and secondary elements, allowing for high visual density with minimal GPU overhead.

2. Dynamic VFX & Immersion

Contextual Particle Systems: Developed a specific water splash effect that triggers on the character’s head when passing through waterfall volumes, adding a layer of physical interaction to the world.

Underwater Post-Processing: Created a seamless transition for the camera; when submerged, a dynamic blue tint and fog adjustment are instantly applied via script, enhancing the sense of immersion.

3. Level Design & Programming

Level Design: 100% original layout focused on momentum and flow. The track was designed to reward skilled movement and shortcut discovery.

Vibe Coding Workflow: The game logic was prototyped using a Vibe Coding approach (collaborating with Gemini 3 Flash for rapid logic architecture) and then manually refactored and optimized to ensure production-ready Luau code.

Play Now:
https://www.roblox.com/share?code=ff3f42af201ef148848bf0f3d6697ed4&type=ExperienceDetails&stamp=1775538193430

Game Trailler

Billboard Animation

Water splash on the player's head and blue tint when the camera submerges underwater.

Texture Atlas - All Texture and Atlas has 128x128 resolution

Texture Atlas - All Texture and Atlas has 128x128 resolution

Sunflower Model, Stylized Shader, Pre rendered with 128 resolution

Sunflower Model, Stylized Shader, Pre rendered with 128 resolution

Totem Model, Stylized Shader, Pre rendered with 128 resolution

Totem Model, Stylized Shader, Pre rendered with 128 resolution

Tree Model, Stylized Shader, Pre rendered with 128 resolution

Tree Model, Stylized Shader, Pre rendered with 128 resolution

Model created in Blender, Normal Map Bake, and textures created in Substance Painter.

Model created in Blender, Normal Map Bake, and textures created in Substance Painter.