Flower Island - Personal Project Study
Flower’s Island – Procedural Puzzle Game Prototype
This is a very dear personal project of mine and here I’m sharing my process step by step how I brought it to life. I created this project in the lapsus of 3 days.
Flower’s Island is a small game prototype I created where you explore beautiful, procedurally generated worlds. The core idea is simple: each world hides a puzzle, and you need to find and solve it to unlock the next area.
For this level, I used asset packs to build the visuals, but designed and implemented a custom system to generate the landscape and place elements procedurally. I also created custom shaders for the water and puzzle visuals, and handled all the core gameplay logic.
For the character, I used a Mixamo model, retargeted it to the SK_Mannequin skeleton in Unreal Engine, and set up a simple state machine for basic locomotion. I also implemented a montage animation that gets triggered by a gameplay event through the character blueprint.
This project was a fun mix of design, technical problem-solving, and experimentation—something I built to explore new tools and workflows, and to push my skills further.
Focus areas in this project included:
Shaders: Custom water shader and a sine wave-based puzzle shader
Procedural Environment: PCG system for terrain generation and dynamic foliage placement
Gameplay: Puzzle logic where players match sine waves to trigger an event/reward
Character & Animation: Mixamo character integration, custom state machine, and animation montages triggered by gameplay.
Flower’s Island : Gameplay overview (Prototype)
This was my process:
PCG environment - landscape
Flower’s Island Environment. Level 1 - Here you can see how the landscape is formed of splines that allows PCG system to spawn different assets in the level, but at the same time allowing me, the artist, full creative control.