Garden Storm
MISSION_TYPE: MULTIPLAYER_ONLINE_FPS

GARDEN STORM
WILDISH RUMBLE

A High-Octane MOFPS Built in Unity with Photon. Two teams. One jungle. Endless chaos.

GAME OVERVIEW

BUILD: PROTO_BETA
DESCRIPTION

Garden Storm: The Wildish Rumble is a prototype Multiplayer Online First Person Shooter built in Unity with Photon for real-time networking. Players take the role of animal soldiers — bears, monkeys, lions, foxes, and hares — fighting across dense jungle arenas.

The game centers on a fruit-based objective system that rewards speed, aggression, and coordinated teamplay over raw eliminations. No traditional deathmatch — only chaos, strategy, and fruit.

UNITY PHOTON PUN2 HOUDINI C# WIN_X64 MOFPS
DESIGN GOALS
01
Objective over elimination
Replace kill-count victory with a fruit quota system — rewarding smart collection over brute force.
02
Asymmetric roles
Two distinct play styles — Intruders move fast and collect, Defenders lock down zones and intercept.
03
Stylized low-poly world
Houdini-built assets optimized for multiplayer performance — readable silhouettes, clear spatial layouts.
04
Custom tooling
Fruit Gravitron Gun as a signature mechanic — both a collection tool and a combat weapon.

MISSION INTEL

ID: 00-INT-BETA
database
upload OBJECTIVE_ALPHA

INTRUDERS: COLLECT THE FRUITS

  • > Breach the garden perimeter undetected.
  • > Collect a quota of fruits before time runs out.
  • > Evade or eliminate Defenders blocking extraction.
EXTRACTION READY
security
shield OBJECTIVE_OMEGA

DEFENDERS: PROTECT THE FRUITS

  • > Monitor all quadrants for Intruder movement.
  • > Eliminate Intruders before they reach quota.
  • > Hold the line until time expires.
SIGNAL LOCKED

CHARACTER ARSENAL

bears · monkeys · lions · foxes · hares
Garden Storm gameplay
COMBAT ZONE: JUNGLE_01

ENGAGE

Garden Storm gameplay
COMBAT ZONE: JUNGLE_02

INFILTRATE

Garden Storm gameplay
COMBAT ZONE: JUNGLE_03

DOMINATE

SIGNAL_LIVE // RECON_STRM
LOCATION: QUADRANT_7_ARBORETUM
REC [TRAILER]
UNITY ENGINE | 60FPS
DATA_LATENCY: 4.2ms PHOTON: ACTIVE
TECH_FLOW

KINETIC_FLOW

ENGINE_CORE: HOUDINI → UNITY

HIGH-TO-LOW POLY PIPELINE

All environment assets — trees, terrain chunks, props — built in Houdini using procedural modeling, then converted to optimized stylized low-poly meshes for Unity via the Houdini Starter Kit.

01 HOUDINI
Procedural high-poly base
02 UNITY IMPORT
Optimized low-poly output
Houdini modeling process

High poly → stylized low poly via Houdini Starter Kit

Garden Storm environment process
ENVIRONMENT_BUILD

SCENE COMPOSITION

Each environment chunk is assembled in Unity from modular Houdini-built assets. Dense canopy, tactical cover zones, and fruit spawn points are positioned to create balanced yet chaotic combat arenas.

POLYCOUNT_TARGET LOW-POLY STYLIZED
MULTIPLAYER_NETWORK PHOTON PUN2
PLATFORM PC / WINDOWS
SHADER_SYSTEM: UNITY SHADER GRAPH

DYNAMIC_PULSE_SHADER

Custom leaves shader built in Unity Shader Graph — vertex noise drives wind simulation while an emissive pulse reacts to proximity. Foliage bends and glows in response to player movement and combat events.

01 VERTEX NOISE
Wind simulation
02 EMISSIVE PULSE
Combat reactivity
Tree shader graph process
Tree shader final result
Fruit Gravitron Gun closeup
Gravitron Gun in action
SPECIAL_WEAPON: CLASS_UTILITY

FRUIT GRAVITRON GUN

A gravity-gun style utility weapon. Collect fruits at range, resize them at the barrel, and launch them at full scale as projectiles. Both teams can wield it — Intruders collect, Defenders eliminate.

WEAPON_CLASS GRAVITY_UTILITY
PRIMARY_FUNCTION FRUIT_COLLECTION
SECONDARY_FUNCTION PROJECTILE_LAUNCH

RECON_ARCHIVE

PROTOTYPE SCREENSHOTS
GW Shot 04
GW Shot 05
GW Shot 06
GW Shot 07
GW Shot 08
bolt

JOIN THE STORM

The garden is under siege. Download the test build and enter the Wildish Rumble. Proto build available for Windows.

PLATFORM: WIN_X64 ENGINE: UNITY NETWORK: PHOTON STATUS: PROTO_BETA