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Ling and the Corrupted Hollow

Introduction

Explore a mythical world of a lost paradise as you help Ling and the spirits cleanse the home of the Hollow Woods in our third-person puzzle platforming game. With your spirits by your side, find the four soul shards and restore balance to the corrupted hollow.

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PC
UE 5.5
2025.9 - 2025.12
26

TA / Animation and Camera 

Spline River Tool and Material

The Spline River Tool is a procedural river system combining a Blueprint-driven construction workflow with a dynamic, obstacle-aware material.

Spline-Based Mesh Generation
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River geometry is generated from a spline path using a Blueprint Actor, which samples the curve to extrude and align mesh segments along the defined route. Adjusting the spline updates the geometry immediately, keeping the authoring process fully non-destructive.

Real-Time Obstacle Detection

The river material drives water flow through continuous UV offset along the spline direction. To simulate interaction with in-river obstacles, the material uses UE's DistanceToNearestSurface node to sample the distance field at each surface point — effectively measuring how far every pixel is from the nearest obstacle geometry. This distance is then used as a falloff weight: pixels close to an obstacle have their UV offset direction deflected outward along the obstacle's surface normal, causing the flow to visually diverge around it. As distance increases, the deflection blends back toward the original flow direction, preserving natural behavior where the current is only disturbed near the obstruction.

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Stylized Water Surface Shading
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Character's Tail and Ear

Shell Fur Material

Shell Fur is a real-time rendering technique that simulates the volume and density of fur by layering multiple offset meshes on top of the original geometry. Each shell is displaced outward along the surface normal, and an alpha-masked noise texture is sampled at each layer to carve out individual hair cross-sections. As the layers progress outward, the alpha threshold tightens — mimicking the natural taper from root to tip. Gravity and directional bend can be injected into the offset to give the fur a sense of weight and flow.

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Structure Overview
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Fur Mask
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Rim Light
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Surface Scatter
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Grass Material

MAT_GroundGrass is a real-time ground grass material built around three systems working in concert: shape, shading, and motion.

The grass silhouette is carved from a grayscale texture via an opacity mask. Shading relies on a tip-highlight system — a SmoothStep gradient drives a Lerp blend between the base color and a tunable HighlightColor, with the highlight zone further amplified by an Emissive multiplier. This recreates the translucent, light-catching quality of real grass blades without subsurface scattering.

Animation is handled through World Position Offset: a BillboardOffset keeps individual blades camera-aligned, while RootGrassWind injects directional sway from the base upward, preserving the natural behavior where roots stay grounded and tips move freely.

Structure Overview
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Parameters
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Wind WPO
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Highlight Shading
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Character Animation and Camera Control

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