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