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Wandering Rails

Wandering Rails

Play Video
Zoulium 3000: Video Player

About the project

Wandering Rails is a game somewhere between management and survival, in which the player takes on the role of a train driver wandering through the night and fog to link the last cities that make up civilization. Along the way, he'll have to explore ruins to gather resources, rescue civilians and confront monsters lurking in the shadows.

Zoulium 3000: Texte

About my work

The Wandering Rails team didn't include any artists. So, in addition to my work as a gameplay programmer, I saw it as an opportunity to develop my knowledge, particularly in 3D modeling and tech art / rendering.

  • Programmed and designed 3C of the survival / top down part.

    • Player movement

    • Shooting and reloading

    • Smart camera movement

  • Integrated enemy animations.

  • Artistic direction and production of the survival / top down part.

    • Thought about the question: How to make a game without any artists?

    • Modified store assets

    • Used mixamo to rig, skin and animate

  • Did tech art with Unity HDRP.

    • Fog and volumetric lighting

    • 3D textures

    • Optimized triangle count and draw calls

    • GPU Instancing for trees and grass

  • Composed game music (featured in the video).

Zoulium 3000: Texte

Serve immersion

A smart camera that adapts to the situation

As 3C designer and programmer on the project, one of my objectives was to enhance immersion via camera movements. I was therefore able to define the camera's behavior in a whole range of game situations.

Zoulium 3000: Image

Artistic direction

Adapting to production constraints

In order to achieve a reasonable level of graphics without any artist dedicated to the project, I imagined a low-poly artistic direction, enhanced by fog and volumetric lighting.

Procedural Mesh Tool: Pro Gallery
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