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Seeking funding

Pillar Void

A third-person roguelike action-horror shooter set within an unsettling liminal world of hostile, shifting spaces.

Aifa Nova presenting Pillar Void
Current Unreal Engine weapon combat and impact-ripple systems

A liminal world built to unsettle.

Created with Unreal Engine 5, Blueprints, C++, Niagara, Hyper3D Rodin, Meshy AI, and Blender.

Project foundation

  • Unreal Engine 5

    Unreal Engine 5 became Pillar Void’s new foundation after the original Unity project grew too tightly interconnected to expand safely. I am rebuilding the game around more modular systems while developing its infinite pillar world, third-person combat, enemy behaviors, dynamic materials, and atmospheric presentation. The migration has given the project a stronger technical and visual foundation for continued development.

Gameplay and effects

  • Blueprints

    Blueprints are used to build and coordinate much of Pillar Void’s moment-to-moment gameplay. They connect systems including procedural world generation, weapon firing, projectile behavior, player aiming, animation controls, enemy spawning, and AI behavior. Blueprints also provide a flexible layer for calling reusable C++ functionality and controlling Niagara effects without recompiling the project.

  • C++

    C++ is used to create reusable systems and custom functionality that would be difficult or inefficient to maintain entirely through Blueprints. It supports Pillar Void’s underlying gameplay architecture, impact-response logic, collision processing, and Blueprint-accessible functions. This allows performance-sensitive or mathematically complex operations to remain centralized while exposing practical controls to the rest of the project.

  • Niagara

    Niagara powers Pillar Void’s real-time weapon and impact effects. It is used to create expanding surface ripples, projectile tracer trails, and other visual responses that communicate how weapons interact with the environment. These effects are driven by gameplay data so their position, orientation, color, scale, speed, and lifetime can respond dynamically to each impact.

3D asset pipeline

  • Hyper3D Rodin

    Hyper3D Rodin is used to transform reference images and original concepts into textured 3D assets for Pillar Void. Its generation and Bang-to-Parts tools provide a practical starting point for characters, weapons, drones, and other objects that require separately editable components. The generated assets are treated as foundations that can be refined and prepared for use in the game.

  • Meshy AI

    Meshy AI is used primarily to automatically rig generated character models. It creates the skeleton and initial skinning needed to bring static character assets into an animation-ready workflow. The resulting rigged models can then be tested, corrected where necessary, and imported into Unreal Engine as skeletal meshes.

  • Blender

    Blender is used to inspect, repair, and prepare generated 3D assets before they enter Unreal Engine. This includes correcting geometry, transferring or repairing UV data, separating and aligning components, adjusting orientation and pivots, and resolving problems that automated generation does not handle reliably. It provides the manual control needed to turn generated models into practical game assets.