
THE GREAT MEANDER
2025
Enjoy the sublime at your own pace.

Platform
Windows PC
Game Engine
Unity
C#
Tools Used
Clip Studio Paint
Blender
Audacity
Team Size
1
Team Role
Solo Developer

An open-ended game about wandering - with no explicit objective, traverse the sprawling landscape however you like, and travel to wherever your whims take you. When satisfied with your walk, end your session to view a summary of the journey you just went on!
This prototype was developed as a third year student project.

PROJECT HIGHLIGHTS
A Fully 3D Adventure
My largest foray into 3D game-making yet, The Great Meander helped me develop my understanding of modelling characters and environmental assets in Blender, as well as using 3D in-engine tools such as terrains and controlling LOD meshes.
+ Art
+ Programming
The Sublime
The game's environments were intended to evoke the 'sublime' mode, or a feeling of astonishment at the sight of the great and ineffable. The game world includes lots of verticality with valleys and peaks to provide a strong sense of scale.
+ Design
Go For A Walk!!
The structure of The Great Meander is experimental in that there is a lack of explicit objectives. Instead, the game wants you to explore at your own pace and visit the landmarks that interest you personally.
+ Design


The game was designed to have a procedurally generated world to explore, so that each play sessions would be set in an entirely different place, but this was cut in favour of a single authored map for the prototype due to the time constraints of the module.

I liked how it accentuated the scale of the game's environment, as well as how to made the major landmarks more eye-catching, so I decided to make it the default for the game.!

These milestones are intended to reward digressive play, and to combat feelings of guilt for being 'unproductive', which was noted by some playtesters due to the game's open-ended nature.


I wanted to make a game that would evoke the same sense of awe I would get from those treks in real life. I also saw it as an opportunity to improve my 3D level design skills by recreating objects and places I had seen or visited while hiking.

The game was designed to have a procedurally generated world to explore, so that each play sessions would be set in an entirely different place, but this was cut in favour of a single authored map for the prototype due to the time constraints of the module.

I liked how it accentuated the scale of the game's environment, as well as how to made the major landmarks more eye-catching, so I decided to make it the default for the game.!

These milestones are intended to reward digressive play, and to combat feelings of guilt for being 'unproductive', which was noted by some playtesters due to the game's open-ended nature.


I wanted to make a game that would evoke the same sense of awe I would get from those treks in real life. I also saw it as an opportunity to improve my 3D level design skills by recreating objects and places I had seen or visited while hiking.

The game was designed to have a procedurally generated world to explore, so that each play sessions would be set in an entirely different place, but this was cut in favour of a single authored map for the prototype due to the time constraints of the module.

I liked how it accentuated the scale of the game's environment, as well as how to made the major landmarks more eye-catching, so I decided to make it the default for the game.!

These milestones are intended to reward digressive play, and to combat feelings of guilt for being 'unproductive', which was noted by some playtesters due to the game's open-ended nature.


I wanted to make a game that would evoke the same sense of awe I would get from those treks in real life. I also saw it as an opportunity to improve my 3D level design skills by recreating objects and places I had seen or visited while hiking.

The game was designed to have a procedurally generated world to explore, so that each play sessions would be set in an entirely different place, but this was cut in favour of a single authored map for the prototype due to the time constraints of the module.

I liked how it accentuated the scale of the game's environment, as well as how to made the major landmarks more eye-catching, so I decided to make it the default for the game.!

These milestones are intended to reward digressive play, and to combat feelings of guilt for being 'unproductive', which was noted by some playtesters due to the game's open-ended nature.


I wanted to make a game that would evoke the same sense of awe I would get from those treks in real life. I also saw it as an opportunity to improve my 3D level design skills by recreating objects and places I had seen or visited while hiking.

The game was designed to have a procedurally generated world to explore, so that each play sessions would be set in an entirely different place, but this was cut in favour of a single authored map for the prototype due to the time constraints of the module.

I liked how it accentuated the scale of the game's environment, as well as how to made the major landmarks more eye-catching, so I decided to make it the default for the game.!

These milestones are intended to reward digressive play, and to combat feelings of guilt for being 'unproductive', which was noted by some playtesters due to the game's open-ended nature.


I wanted to make a game that would evoke the same sense of awe I would get from those treks in real life. I also saw it as an opportunity to improve my 3D level design skills by recreating objects and places I had seen or visited while hiking.

The game was designed to have a procedurally generated world to explore, so that each play sessions would be set in an entirely different place, but this was cut in favour of a single authored map for the prototype due to the time constraints of the module.

I liked how it accentuated the scale of the game's environment, as well as how to made the major landmarks more eye-catching, so I decided to make it the default for the game.!

These milestones are intended to reward digressive play, and to combat feelings of guilt for being 'unproductive', which was noted by some playtesters due to the game's open-ended nature.


I wanted to make a game that would evoke the same sense of awe I would get from those treks in real life. I also saw it as an opportunity to improve my 3D level design skills by recreating objects and places I had seen or visited while hiking.

The game was designed to have a procedurally generated world to explore, so that each play sessions would be set in an entirely different place, but this was cut in favour of a single authored map for the prototype due to the time constraints of the module.

I liked how it accentuated the scale of the game's environment, as well as how to made the major landmarks more eye-catching, so I decided to make it the default for the game.!

These milestones are intended to reward digressive play, and to combat feelings of guilt for being 'unproductive', which was noted by some playtesters due to the game's open-ended nature.


I wanted to make a game that would evoke the same sense of awe I would get from those treks in real life. I also saw it as an opportunity to improve my 3D level design skills by recreating objects and places I had seen or visited while hiking.

The game was designed to have a procedurally generated world to explore, so that each play sessions would be set in an entirely different place, but this was cut in favour of a single authored map for the prototype due to the time constraints of the module.

I liked how it accentuated the scale of the game's environment, as well as how to made the major landmarks more eye-catching, so I decided to make it the default for the game.!

These milestones are intended to reward digressive play, and to combat feelings of guilt for being 'unproductive', which was noted by some playtesters due to the game's open-ended nature.


I wanted to make a game that would evoke the same sense of awe I would get from those treks in real life. I also saw it as an opportunity to improve my 3D level design skills by recreating objects and places I had seen or visited while hiking.
