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Scripting, Level Design, Lighting, VFX, Shaders, Particles

Flesh Engine

Duration

1 Year

Tools

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Team Members

Luca Gortana, Jolyne Aluko, Noor Romans

Flesh Engine is the culmination of my time in Pratt Institute. As the name suggests, it is a flesh-filled, first-person fighter where your organs are your lifeline. Rip organs from enemies and fight through a grotesque world built on flesh and bone to take back all that you’ve lost.

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What is this?

What is this?

A little Brief

The setting is a rotten world where organs are a commodity, harvested from the less fortunate like you and given to the upper class.


You are an anomaly to the system, the one who survived, and they are not happy about it.
You rip organs from your enemies and use them as both your lifeline and your arsenal. You move through a world that has abandoned you, but you still want to make a change.
Each organ weapon gives you different abilities, changing how you approach combat, and traverse the environment. It gives you the autonomy to complete an area the way you see fit.


From ambushes to treacherous environments, you have to fight, adapt, and push forward to make a change for yourself and for your sister.

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Layout

The arena is designed to immediately signal a sense of grandeur and danger, with a towering eagle statue and a sealed gate welcoming players into a sacred battleground. A peaceful fountain space creates a calm, oasis-like contrast that heightens the tension before the encounter begins. The layout remains open-ended, allowing players to choose paths, reposition, and strategize. Breakable pillars provide temporary cover, making the space itself a dynamic part of the fight.

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Shaders

I created a dynamic environment system using Shader Graph, where grass reacts to wind with subtle motion that makes the landscape feel alive. I also developed a custom ocean shader with terrain-aware foam that forms naturally at cliff and shoreline edges, enhancing both realism and environmental readability within the playable space.

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Particle Effects

The interior space is filled with cascading light particles that emphasize the heavenly beam shining into the arena, creating a magical ambience. An interactive ember effect reacts to player proximity, causing particles to orbit around the character’s head. This moment sparks intrigue and suggests that the central formation carries hidden meaning. Through VFX, the level conveys narrative without explicit exposition.

Screenshots

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