Goldanniyatech
Game Overview


Welcome to the
Goldanniyatech Universe!


Codenamed the Golden Project, Goldanniyatech (my game and company's name) is an upcoming Action-Adventure game set in a mini urban fantasy Open World.

You will explore the marvellous Golden planet and fight against countless fantastical monsters threatening its people and the planet’s harmony.

Little by little, you will uncover the hidden truth behind these mysterious creatures and realize that this battle is far more dangerous than you ever imagined!

💽 The game will launch in Early Access in 2025, along with a free Demo.

🚀 Gameplay trailers coming soon!

Golden Avenue from the open-world game Goldanniyatech

Epic Battles against
fantasy creatures


Start this adventure as Charlotte, a powerful psychic with unique magical powers, or Max, a magic motorcycle enthusiast.

Encounter fantastical creatures like a stylized pegasus, a gigantic pumpkin or giant butterflies!

Master new spells and defeat these monsters across the city, from parks and haunted buildings to the intergalactic resort park!

Golden Avenue from the open-world game Goldanniyatech

Choose Your Heroes


From the beginning, you can choose between Charlotte and her brother Max, each offering distinct powers.

As your adventure progresses, you will unlock new heroes by completing Destiny Quests. Each new hero offers a very unique experience, with special combat powers and exclusive mini-quests.

Raptor Truck from the open-world game Goldanniyatech

Buy, Collect & Upgrade


Visit stores across the city to buy powerful upgrades for your heroes, purchase vehicles to travel faster, and acquire properties to unlock exclusive skills and strategic advantages in combat.

Explore a Mini Open World


Roam freely through a small yet richly detailed urban world.

Updates


  • Game Current Version: 1.1.0
  • Current Update in Progress: Aurora (Update 1)
  • Demo State: Not yet released. Planned for late 2025 (subject to change).
  • Early Access State: Not yet released. Also planned for late 2025 or early 2026 (subject to change).

Goldanniyatech follows a structured versioning format: Generation . Update . Patch.

Thus, leaving Early Access is not tied to the version number, as I don't follow the traditional “1.0” release convention.

Latest Updates


Each update introduces a significant amount of new features and content.

I do not publish monthly blog posts anymore. Initially, I tried to do that, but it doesn't suit my progress style. I tend to work on content and features over several weeks or months, refining them as I see fit. So, instead of repeating information, I prefer to write a full update page that showcases all the new content at once, much like many software update blogs.

Goldanniyatech Update 1: Aurora

Update

Last Edit: September 2025

Goldanniyatech Update 1: Aurora

From Prototypes to upcoming Demo

Goldanniyatech Update 0: Genesis

Update

Summer 2018 - November 2024

Goldanniyatech Update 0: Genesis

From Concept to Creation: Building the Goldanniyatech universe

Roadmap


This roadmap timeline is indicative and subject to change, with releases potentially arriving earlier or later than planned (hopefully earlier 😅).

Golden Avenue from Goldanniyatech the Open World game

Update 1 Aurora

December 2024 ~ End of 2025

The main objective for this update is to release a Playable Demo and prepare the game for the Early Access release.

  • Playable Character System Improvements
  • Driving System Enhancement
  • Open-World building
Progress 50%

Update 2 Quantum

Starting Late 2025 or Early 2026

The Quantum update will be focused on releasing the Early Access version and adding more Destiny Quests to the game and much more content, as the main systems will be ready.

Update 3 Crystal

Starting Early or Mid 2026

The Crystal update will be specifically dedicated to polish the first Early Access version and improve the game according to feedback.

Early Access


Genesis Horse creature from the open-world game Goldanniyatech

Why is the game in Early Access?


I deeply believe that Early Access is the most effective way to help my game reach its full potential. It allows me to refine every feature and gameplay mechanic, and to collect the feedback needed to make it as enjoyable as possible.

In other words, it's incredibly important for me to gather as much feedback as possible. I truly want to deliver the most polished experience I can, and the only way to do that is by publishing my game in Early Access.

Besides, as a solo developer, relying on Early Access lets me test ideas in real conditions and tweak my game quickly, almost in real time 😃!

How long will the game be in Early Access?

Likely between 1 and 2 years. If development goes smoothly, it could take less time. If major features need more work, it might take longer.

Leaving Early Access means my game has reached a stable and complete core experience, refined based on player feedback.

Further updates may follow, depending on what’s needed to improve the experience, how I feel about my game, and how players respond. I will communicate as clearly as possible about the future of my game as the roadmap evolves over time!

Beware, my game’s versioning does not follow the classic “1.0 = full release” convention. Version 1.0 refers to the first public version of my game, not the end of Early Access.

How will the full version differ from the Early Access version?

The full version of Goldanniyatech will include significantly more content: additional fantasy creatures to fight, more Playable Characters, more vehicles to control, a wider variety of places to explore, more stores to visit for character upgrades, and new features that will make the overall experience much better.

What is the current state of the Early Access version?

At launch, the Early Access version will include multiple Destiny Quests to complete, a few monsters to fight, a couple of drivable vehicles, and a portion of the city to explore.

Development is still ongoing, so I cannot yet provide a crystal-clear list of features. I will clarify the exact content of the initial release closer to launch.

Moreover, some features are still experimental and won’t be included or playable in the first few Early Access builds.

Is the price expected to increase after Early Access?

I am not currently planning a price change for the full release of my game. However, I will make a final decision as the game gets closer to leaving Early Access.

How are players involved during the development process?

I will listen closely to feedback on features, gameplay mechanics, visuals, performance, and overall enjoyment of my game. I will gather most feedback from social media and Steam posts, which I will actively monitor.

On the development side, I will share as much information as possible about what I am updating through social media, my website, and Steam. My goal is to be fully transparent, so players know exactly what to expect in the future.

After launching the Early Access version, I will look for new ways to gather feedback and improve the game.

Game Features


A demo will be released before the Early Access version. It will be updated alongside the game, gradually unlocking access to the full world map.

General Information

Main Features

Free Demo Features (Coming Soon)

System Requirements

Windows

These specifications are very early and intentionally set high. I plan to optimize performance and lower GPU requirements over time, potentially targeting something like a Nvidia GTX 1080 Ti or Radeon RX 5700 XT.

Minimum
OS Windows 11
CPU Intel Core i5-12600K or AMD Ryzen 5 7600
Memory 16 GB RAM
GPU NVidia RTX 3060 or AMD RX 6700 XT
API DirectX 12
Notes SSD Required
Recommended
OS Windows 11
CPU Intel Core i7-13700K or AMD Ryzen 7 7800X3D
Memory 32 GB RAM
GPU NVidia RTX 4070 or AMD RX 7900 XT
API DirectX 12
Notes SSD Required

The Making of Goldanniyatech


Unreal Engine Editor, UnrealEd
Golden Avenue from Goldanniyatech the Open World game

From Childhood Dream to Reality


My fascination with video games began in the late 90s as a kid, ignited by 4th-generation consoles. But when groundbreaking open world games were released in the early 2000s, especially from a now widely popular franchise, they truly sparked a crystal-clear dream: I wanted to build my own virtual world!

Goldanniyatech (also known as Golden Project) is the realization of that lifelong dream, a game I've been creating as a solo developer since 2018. Every single detail of my game is crafted alone and entirely from scratch, without using external assets or plugins, using only industry-standard tools such as Unreal Engine and Blender. This is my passion turned into reality.

Golden Avenue from Goldanniyatech the Open World game

My Development Journey


I began learning both programming and computer graphics back in 2004 at age 14, shortly after getting my first computer.

On the graphics side, I began making 2D sprites for RPG Maker, then explored 3D with tools like Ray Studio Expert, Softimage XSI, Maya, and Blender (which I initially struggled with). Over time, I focused on GMax and 3DS Max Trial (eventually moved to Student Edition much later), before fully adopting Blender 2.8 in the late 2010s as my main 3D tool.

On the programming side, I started with BASIC, and Ya-Basic on PS2, and used simplified tools like RPG Maker. By 2006, I moved to C++ and tried using some rendering engines like OGRE and Irrlicht. In 2007, I explored Panda 3D with Python to create small prototypes. Later, I used Unity with C# for semiotics projects during my licence and master's degree, before moving to Unreal Engine 4 in 2015, which remains my primary engine since then.

Goldanniyatech combines these years of skill-building and prototyping into a single cohesive open-world project.

My Pipeline

Blender

Creating 3D models entirely from scratch using primitive shapes

Modeling Sculpting UV Unwrapping Animation

Substance Painter

Hand-painting semi-stylized textures directly on my 3D models

Painted Texturing

Substance Designer

Creating procedural textures through node-based graphs

Procedural Texturing

Unreal Engine

Crafting the full game world and programming gameplay

World Building Blueprints C++ Niagara
Wanderer tramway from Goldanniyatech

Modeling & Sculpting


I create all my 3D models entirely in Blender, starting with simple primitive shapes like cubes or spheres, without image references or blueprints (not to be confused with Unreal Engine's Blueprint 😅).

I mainly rely on polygonal modeling techniques, which give me precise control over my meshes’ topology. Sculpting is something I use only occasionally, and I keep procedural modeling minimal, mostly limited to a few modifiers like Subdivision Surface (with Mirror being the one I use the most), and only minimal use of Geometry Nodes.

Amber Car from the open-world game Goldanniyatech Azure SUV vehicle from Goldanniyatech A Raptor truck from Goldanniyatech, made with Blender Golden Avenue from Goldanniyatech the Open World game A Wolf from Goldanniyatech, made with Blender The main Mansion gate from Goldanniyatech, made with Blender
Golden Gate Light UV Unwrapping process in Blender

UV Unwrapping


UV unwrapping is often considered a tedious process, hated by many of my students 😅. After years of practice, though, I've gotten used to it. Since I work on real-world models for my game rather than pure portfolio assets, my goal is to create functional, clean UVs in Blender.

I typically mark seams during the modeling process (though sometimes I forget 🤓), then I almost always use an Angle Based unwrapping method so it's easier for me to recognize parts later. I’ve experimented with auto-unwrappping in Substance Painter (on the Carminic Candle model shown later), but I really prefer a manual, more controled unwrapping.

I try to work as quickly as possible, though, while ensuring my UVs are properly unwrapped so I can create high-quality textures later. Thus, the result is never perfect, as most real-world projects are far from flawless portfolio assets, but it's still good enough to suit my needs.

Amber Car from the open-world game Goldanniyatech Amber Car from the open-world game Goldanniyatech Amber Car from the open-world game Goldanniyatech Amber Car from the open-world game Goldanniyatech Amber Car from the open-world game Goldanniyatech Amber Car from the open-world game Goldanniyatech

Animation


As I'm making a stylized game, I handcraft every single animation from scratch in Blender, without any motion capture or existing data. It gives me the ability to create exaggerated, expressive movements, inspired by some amazing 3D animated movies.

For keyframe-based animations (like adjusting position, rotation, or scale of objects), I start with quick prototypes in Blender, like door movements, then I script everything with Blueprints directly in Unreal Engine as these animations are typically handled by the engine.

When it comes to organic models (characters, animals and monsters) and some complex hard-surface objects (vehicles), I create custom armature in Blender and make animations by hand. I never use Rigify as I want to work on custom rigs only for better performance.

Shark Traveler Train from Goldanniyatech

Exporting in FilmBoX


I export all my models using the well-known proprietary Autodesk FBX (FilmBoX) file format. In my experience, it’s straightforward to use and well-supported by Unreal Engine.

That said, there are a lot of tricks for importing a model correctly into Unreal, such as applying scale or changing scene units in Blender (for animated models). But after plenty of trial and error, the process becomes much easier and more predictable.

There are a lot of ongoing debates around the "best" format for real-time 3D assets, or how FBX might get replaced by glTF, USD, or other formats. Personally, having used FBX for years, switching to a new format should only be considered if absolutely necessary. Most issues and workarounds with FBX are already well-documented. I would go by the motto “Don’t fix it if it’s not broken”. It may not be prefect, but it works. That's what matters for now.

Golden Avenue from Goldanniyatech the Open World game Golden Avenue from Goldanniyatech the Open World game Golden Avenue from Goldanniyatech the Open World game
Cerulean Car wheel

PBR Texturing


For texturing my models, I use the industry-standard tools Substance Painter and Substance Designer. From time to time, I also use Photoshop to fix issues or create fictional posters and advertisements displayed in my game.

I have always been a big fan of painting textures directly on the model, rather than creating them in Photoshop based on the UV layout. Today, I specialize exclusively in stylized 3D models, and working with the PBR (Physically-Based Rendering) shader is quite challenging for that, to say the least.

Giga Padlock Texture Breakdown Giga Padlock Texture Breakdown Carminic Candle Texture Breakdown Golden Project Thumbnail Golden Project Thumbnail Golden Project Thumbnail
Unreal Engine Editor with Goldanniyatech open-world level

Open World Building


Using Unreal Engine 5, I build my mini open world leveraging the powerful World Partition system, even for a relatively small world 😅. I mostly I mostly place assets by hand and tend to avoid creating modular assets or scripts, as there is always a trade-off between generic modularity and unique detail.

This way, every building and location in my world feels distinct and carefully crafted, giving the environment its own personality and charm.

Blueprints from the Cerulean Car in Goldanniyatech

Blueprint Scripting


As a C++ programmer and someone who’s very visually oriented 😅, I genuinely enjoy working with Unreal’s Blueprint visual scripting system! It’s an incredibly effective way for me to prototype and iterate quickly multiple game mechanics. I usually keep everything in Blueprints during early testing phases.

Beyond core gameplay, I also use Blueprints extensively for Open World systems, things like randomized animations, ambient interactions, and lightweight logic that brings environments to life 😁.

The only thing I’ve always wished Unreal had was a true middle ground between Blueprints (high-level and visual) and C++ (low-level and powerful). That’s why I’m genuinely excited about Verse, the upcoming scripting language for Unreal Engine 6 👀.

Blueprint tramway Wanderer Unreal Engine

Frequently Asked Questions



What is Goldanniyatech? Goldanniyatech refers to two different things: the company founded by myself, Yoann AMAR ASSOULINE, and the open-world game I'm creating alone and from scratch.
What kind of game is Goldanniyatech? Goldanniyatech is an open-world adventure game filled with many quests, fantasy monsters to fight, lot of vehicles to control, and a very detailed Mini Open World to explore.
When is the game Goldanniyatech coming out? The game will be available in Early Access in Summer 2025, with a free Demo Edition also available.
On which platforms will Goldanniyatech be available? Initially, the game will only be available on Windows. I plan to support additional platforms later, but I cannot provide a timeline or further details yet.

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