A WGv2
ocean biome
mod‑jammed for Hytale
For the Distant Oceans ModJam entry, I helped turn a broad ocean-zone pitch into a playable WGv2 biome pack: planning the depth model, building a complete custom biome, authoring props and textures, working in Hytale's custom Node Editor, integrating team biomes, and making scope calls when exciting ideas became too expensive for play.
The Miro board gave the team a shared map; Discord became the day-to-day place where we tested assumptions, posted clips, and untangled generator issues. This depth model turned a loose ocean fantasy into authorable layers: shore transitions, underwater city space, kelp forests, coral reef, trench density, cave density, and shared land points of interest.
The goal was not to over-document the fun out of it. It was to give each contributor enough structure that their biome could feel distinct without breaking the larger ocean zone.
Depth, pressure, transition, and density rules gave individual biome ideas a stable backbone to plug into.
Each area needed a clear gameplay and visual role: city ruins, kelp spires, coral forms, trenches, caves, and traversal landmarks.
From design map to playable biome
I helped set the general design approach for the biome pack's functionality and the team's working structure, then moved into implementation inside the actual mod project. My own biome gave me a full pass through the pipeline, while integration work made the project practical: ideas had to survive real generator behavior, performance limits, placement bugs, and the way multiple authors' systems collided inside one map.
Biome function and team flow
Helped shape how the pack divided responsibilities: shared rules first, distinct biome identities second, then integration passes to keep the full ocean coherent.
One complete custom biome
Built a full custom biome from intended player experience through worldgen configuration, density tuning, authored prefabs, weather, and cleanup passes.
Team biomes into one map
Worked through map-level integration with the team, including broken configs, biome collisions, placement bugs, and authored areas that needed to sit together naturally.
Ambition vs. playable cost
Advanced underwater city generation and sewer ideas were explored, then cut back toward smaller authored structures, ruins, and traversal landmarks that players could actually find and read.
Showing the space in motion
These clips are the payoff: drifting through deep water, reading landmarks through haze, finding ruins and resource pockets, and seeing how terrain density turns into moment-to-moment route choices. The worldgen showcase also includes some of my solo exploration outside the ModJam, which helped sharpen what I wanted Distant Oceans to do.
Distant Oceans Biome Mod
The public mod showcase for Distant Oceans: multiple undersea biomes, traversal spaces, and themed areas that needed a shared planning model to feel connected instead of scattered. Download Distant Oceans on CurseForge.
WorldGen Showcase
A broader worldgen showcase that includes Distant Oceans context plus some of my solo work outside the ModJam. It connects the planning artifacts to the player-facing exploration experience.
Props and materials that made the biome feel authored
The asset work was small-scale but important: props needed to read underwater, support the biome's resource fantasy, and fit generated spaces without becoming noise. I used Discord as the working log for model checks, placement questions, material comparisons, and the practical question that mattered most: does the idea survive in game?
Naval mine spawn pass
Worked through the naval-mine idea from model and paint intent into prefab and placement questions: anchoring, floor material, spawn frequency, and how the hazard should sit beside kelp, coral, ruins, and open sand.
Kelp bulbs
Built glowing kelp-bulb assets as a readable resource and landmark idea for dense underwater foliage, giving players a clearer reward signal inside kelp-heavy spaces.
Ultramarine crystals
Iterated ultramarine crystal variants, including opacity and material decisions, so the resource felt distinct without fighting the water rendering.
Aqua city generation
Aqua stone forms and cyan crystal texture work gave the generated city spaces a distinct material read instead of leaning entirely on default blocks.