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WYRM

A 3D exploration and action game: inhabit a massive serpentine wyrm in an ash-covered alien world, swim through ash, breach into the air, leap across rock, confront the Company and build a new nest.

Author: Ilya Ganelin
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Description

WYRM is a 3D exploration and action game about inhabiting a massive serpentine creature in an ash-covered alien world. Movement flows between swimming through ash, breaching into the air, leaping across rock formations and landing back in the landscape. Rock spires, strange flora, colony ships and the Company's machines share the same frontier.

The playable prototype spans several levels. Level 4 opens into a broader landscape of sheltered rock passages and open country, where the wyrm gathers material and carries it home to build a nest. The level's Grand Arch cave is adapted from CSIRO's 3D data of Australia's Jenolan Caves, reconstructed, decimated and repaired for gameplay.

WYRM is a gift for those who yearn for freedom and primal power: a chance to experience a world from the body of another creature. Built in Unity, it combines authored and procedural work with Tripo-generated assets refined for real-time use. The wyrm's body is procedural, while its current head and the colony ship are authored. Production also drew on legacy meshes generated with TRELLIS, textures made with Flux, cinematics generated through Magic Studios, and music, sound and voices from ElevenLabs.

WYRM predates the hackathon. Before September 15 it already had its Unity foundation, the wyrm's movement and body system, earlier campaign levels, the Company's machines, audiovisual assets and a playable Windows prototype. From September 15 to October 5, the author expanded and refined Level 4's open region, rock passages and cave environment, added material gathering and nest building, improved traversal, the authored wyrm head and the colony ship, and developed an additional Level 5 review milestone. The submission claims these event-period additions and refinements, not the whole pre-existing game, as new work.

How Tripo was used

In the current version of WYRM, the vehicle meshes were generated with Tripo and refined for real-time use. They sit in the playable Unity world alongside the procedural wyrm, the authored environments and the game systems; within the wider production workflow, Tripo's role is generating the vehicle assets.

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