/ Project · GO HAM · 01–07

Project
GO HAM

Brief

The FX and systems foundation for a multiplayer hamster party game. Each section below is one system from the demo reel, cut out and broken down on its own.

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01 · maze-hda
Procedural · Static Mesh
HAM_01

Houdini HDA Maze Generator

A Houdini Digital Asset that generates a fully random, solvable maze and bakes it out as static mesh geometry for Unreal.

  • Seeded random maze topology generated per match
  • Static mesh export straight into the Unreal level
  • Author-time controls for maze size, corridor width, and wall height
Houdini HDAStatic MeshUnreal 5
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02 · hamster
Character · Blender · Anim BP
HAM_02

Custom Hamster Mesh & Walk Cycle

The player character — a custom-modeled hamster with a hand-authored walk cycle, plus a backflip animation because why not.

  • Custom mesh modeled and rigged in Blender
  • Hand-keyed walk cycle wired into the Anim Blueprint
  • Backflip animation triggered in-game from the same Anim BP
BlenderAnim BPUnreal 5
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03 · pcg-scatter
PCG · Runtime · Performance
HAM_03

PCG Distance Culling Scatter

PCG scattering runs after maze generation at runtime, dressing every corridor with foliage while distance culling keeps the frame budget intact.

  • PCG graph executes after the maze is generated, in realtime
  • Distance-based culling keeps far corridors cheap
  • Density and variation driven per maze seed
PCGUnreal 5Runtime Generation
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04 · powerup-scatter
Gameplay · Traces · Tags
HAM_04

Power Up Scattering System

Power-ups are placed using maze bounds and traces so nothing ever clips into geometry, then reference a random power-up on overlap.

  • Uses maze bounds and traces to ensure no clipping
  • References a random power up on overlap
  • Tag-driven so new power-ups drop into the pool with no rewiring
BlueprintsTracesGameplay Tags
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05 · glitch-fx
Niagara · Post Process
HAM_05

Glitch FX Teleport Power Up

A custom move-to-point teleport with a post process VFX character overlay that shreds the hamster into glitch artifacts and reassembles it downrange.

  • Custom move to point function with tags for teleport
  • Post process VFX character overlay for the glitch
  • Charge, break-up, and reform timed to the teleport travel
NiagaraPost ProcessMaterial GraphBlueprints
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06 · earth-fx
Niagara · Mesh Particles
HAM_06

Earth FX Power Up

Niagara mesh particles communicating with a Blueprint projectile system to hurl chunks of the maze floor at other players.

  • Niagara mesh particles communicating with the BP projectile system
  • Impact debris and dust reacting to hit surface normals
  • Scales cleanly with multiple simultaneous casters
NiagaraMesh ParticlesBlueprints
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07 · vine-fx
Houdini Sim · Niagara · Collision
HAM_07

Growing Vine FX Power Up

A Houdini vine simulation parented to a socket on the hamster mesh, handed off to a Niagara mesh growth system that signals a second emitter to launch spikes and leaves on command.

  • Houdini vine simulation attached as a child to a socket on the main hamster mesh
  • Niagara mesh growth handoff FX driving the vine's on-screen growth
  • Growth emitter communicates with a second emitter to launch spikes / leaves on command
  • Only accessible after overlapping the power-up orb
  • Spikes have collision enabled so they stick to walls and players
HoudiniNiagaraCollisionBlueprints
Built for networked playRepNotify · Server RPCs
HAM_08

Multiplayer Replication

Every system above is built for networked play — each one is replicated with RepNotify and Server RPCs so FX fire correctly for every client.

01
Each system is built with RepNotify and Server RPCs
02
Server-authoritative power-up pickup and activation
03
Cosmetic FX multicast so every client sees the same moment

More systems in the work index

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