[Solo Unreal Project] In this game, the player uses tactile magic to maintain a flooding castle at the end of the world.
Motivated to create a tactile and unique spin on spellcasting in games, for this project I created a pattern recognition algorithm that allows players to experience a diegetic magic system directly. Players learn and draw individual symbols, or “runes”, which become both visual elements in the casted spell and data to drive spell logic.
As a magic-focused game, No Sacrosanctum includes vibrant and consistent visuals that act as instant feedback for magical actions. Once a spell is chosen, its colours transfer across sprites, particles, and effects giving the process a continuous feel. Spellcasting materials use an advanced form of image transformation to “liquify” and blend spell colours dynamically.