Introduction
Blossom is a game where you play as a bee collecting honey around a beautiful 3D environment. This project originally started as a custom rendering engine for nature scenes. Developed for both PC and the PS5.
The game is available on Itch.io and the OpenGL port is available on GitHub
Our team was composed of 6 programmers, 2 designers and 3 visual artists.
What I did
Within the team, I was assigned the role of Engine Programmer.
- Procedural placement of Props
- Editor GUI for modifying editing attributes
- Gameplay related to Points of Interest
- Serializing and loading scenes for release
- Model loading for GLTF files
Procedural placement of Props using Perlin Noise and Density Masks
For placing prop objects around a scene, we used perlin noise combined with greyscale textures for sampling the probability that an object would be spawned:


Combining this with a lot of other randomization parameters for size and tilt, we got a very effective and basic way of generating landscapes.
Editor GUI using Dear ImGui
I created a robust editor for a scene with the ability to add an arbitrary number of props to a scene and tweak a lot of the generation parameters. This was also built upon by another colleague who integrated the FastNoise library for generating density maps.
This also involved serializing and loading a scene at runtime, which I also implemented using the Cereal library.
The Honey Collection Minigame
Towards the end of the project I worked a bit on the gameplay. More concretely, I created the logic for the growing sequence when the player completes the honey collection minigame and the orbiting bees around the hive as you deliver more honey

