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Game development / FERAL

From “I want a game like this” to something I can actually play.

A personal survival game, built one working system at a time.

Explore the stack
FERAL: Project capture
Project captureOPEN IMAGE ↗
THE SHORT VERSION

What I built.

An evolving survival-game prototype inspired by The Forest, Rust and Unturned. The focus is on getting systems working in a small test environment, then improving how the world looks and feels.

  • Playable test environment with building and first-person interaction.
  • Scripted opening sequence, vehicle integration and character assets.
  • Blender-to-Unreal asset preparation and repeatable import scripts.
  • 75 automated gameplay checks passing at the latest verified build.
TOOLS & RESPONSIBILITIES

Under the hood.

01

Unreal / C++

Gameplay and runtime

02

Blender

Model and material preparation

03

Python

Repeatable asset operations

THE WORK ON SCREEN

A closer look.

FERAL: Project capture
01 / Project capture · Open full image ↗
FERAL: First-person interaction
02 / First-person interaction · Open full image ↗
FERAL: Asset preparation in Blender
03 / Asset preparation in Blender · Open full image ↗
BUILD NOTES / 01

The survival game I wanted to play

I wanted a survival game that brings together exploration, realistic details and the freedom to build. The Forest, Rust and Unturned were reference points, but the goal is a world that can grow into something I enjoy playing with friends.

BUILD NOTES / 02

A test map before an open world

Instead of beginning with a huge map, I started with a test environment. It gives building, first-person interaction and the opening sequence a place to be tried together. Procedural landscapes, cities and cooperative play remain longer-term ambitions.

BUILD NOTES / 03

The asset pipeline is part of the game code

Unreal, Blender and Python form a pipeline rather than three unrelated tools. An asset has to carry the right scale, materials and orientation into the game, then fit the first-person view or vehicle setup. A good render in Blender is not enough evidence that the import is correct.

That is why the small test environment matters: it gives the imported models and gameplay systems a shared place to be checked. The next technical challenge is making more of those checks repeatable as the asset collection grows.

BUILD NOTES / 04

Getting assets across the pipeline

The project uses Unreal and C++, with Blender and Python handling asset preparation. Replacing primitive characters and equipment involved more than importing files: scale, material assignments, bone orientation, grip alignment and the passenger camera all needed checking in actual game captures.

BUILD NOTES / 05

Check the game, not just the render

The latest verified build passed 75 gameplay checks. That does not make it a finished game, but it gives the iteration a foundation. I use AI-assisted development throughout, and the useful test is always the same: does the result work when it is in the game?

Project screenshots include licensed assets by Renderpeople, Pixelhouse and Francesco Coldesina. See the full image credits for sources and licences. Asset credits ↗

WRITTEN BY JACQUES VAN DEN BERGNext build: Developer portfolio
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