Goldanniyatech Genesis:
From Concept to Creation



Bolt Train Prototype with Blinn-Phong shader workflow

Introduction


I began creating the first prototype of the actual version of Golden during the summer of 2018. I finished the last prototype in November 2024, ending the Genesis Cycle of my game. The goal was essentially creating many small prototypes covering various parts of the game.

However, during that entire cycle, I was only able to dedicate between 0% (yes, zero 😅) and 5% of my time to developing my game, which made progress incredibly slow. This was mainly because I was writing my PhD thesis (2018-2024) while working full‑time at first, and later, in 2021, founding my own company to offer services as a Computer Science Instructor.

Besides, I rarely shared renders or videos on social media and barely updated my website. So in 2024 (with an update in 2025), I summed up the Genesis cycle in this article and created new renders with Unreal Engine 5 and Blender 5, to provide higher-quality visuals whenever possible 😊.

Bolt Train Prototype with Blinn-Phong shader workflow

Final Thoughts


The Genesis cycle was incredibly helpful in defining the core parts of my game, both visually and in terms of gameplay. I’ve learned invaluable things through the development of these prototypes over the years. It was very enjoyable, though incredibly challenging at times.

The next update, Aurora, is focused on preparing for the game’s first public demo, bringing together everything I’ve learned so far 😎.

Next: Preparing the Demo

Next: Preparing the Demo