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JardinMagic

A tiny living world where you grow the flora to attract the fauna: plant carrots and rabbits arrive, grow flowers and bees follow, predators hunt, bears steal honey, and the whole ecosystem keeps reacting to what you build.

Author: exiin
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Description

JardinMagic is a tiny living world where you shape the flora to attract the fauna. You begin with an almost empty garden and gradually turn it into a dense ecosystem filled with plants, animals, water, shelter, predators and prey.

Rather than collecting animals directly, you create the conditions they need to appear and live. Plant carrots and rabbits arrive. Grow flowers and butterflies and bees follow. Predators hunt, prey hide, bears steal honey, moles reshape the ground, and the ecosystem keeps reacting to what you build. It feels simple, playful and relaxing at first, then gradually reveals surprising systemic interactions. There is no single correct garden: you discover species, experiment with habitats and shape a little ecosystem of your own.

The author calls it a gift for nature, and a gift to the younger self who dreamed of making it 20 years ago. It is a remake of a Flash game the author created nearly 20 years ago, rebuilt as a one-week challenge: how much living world can one person fit into less than 4 MB? The goal was roughly 50 animals, a similar number of plants and garden elements, systemic interactions, progression, discovery and at least two hours of gameplay, in a WebGL game that can run almost anywhere.

That meant using every optimization trick the author knows as a technical artist: careful polycount control, shared materials, aggressive asset optimization, lightweight simulation, efficient rendering and highly systemic behavior. At submission, JardinMagic was being tested on Poki, where more than 10,000 players had already played it.

How Tripo was used

Tripo made most of the 3D assets fast enough for this scope to be possible, leaving the author more time to refine, optimize and art-direct the final assets in Blender.

  • What was generated: Smart Mesh base models for the gardener, the vegetation and around 30 animals.
  • Refinement: to keep the whole game tiny, the author mirrored the geometry in Blender, optimized UVs for texture atlases and baked AO directly into the vertex colors.
  • Result: around 30 fully textured and rigged animals in just 3 days, with Tripo handling roughly 80% of the workload.

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