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Steam News27 July 202511mo ago

Dev Update – Optimization, Mocap & Darren’s Debut!

We’re back with another development update from Project Enceladus. This one dives a bit deeper into the techy side of things, so if you're into performance tricks, custom tools, and animation workflows — this is for you

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Full Project Enceladus update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes3 additions13 changes0 removals
  • Performance
  • Gameplay
changedWe’re back with another development update from Project Enceladus . This one dives a bit deeper into the techy side of things, so if you're into performance tricks, custom tools, and animation workflows — this is for you!
changedPerformance Upgrades – Custom Data Layers & HISMAs our levels grow larger and more complex, performance becomes a bigger concern — especially in a puzzle-platformer where flow and timing are everything.
changedPerformance Upgrades – Custom Data Layers & HISMThat’s why we built our own Data Layer system in C++ . Unlike Unreal’s World Partition system, this gives us more precise control:
changedPerformance Upgrades – Custom Data Layers & HISMLoad/unload actor groups using tags
changedPerformance Upgrades – Custom Data Layers & HISMSpread the work over frames with FTSTicker
changedPerformance Upgrades – Custom Data Layers & HISMKeep GPU usage stable and predictable

We’re back with another development update from Project Enceladus. This one dives a bit deeper into the techy side of things, so if you're into performance tricks, custom tools, and animation workflows — this is for you!

Performance Upgrades – Custom Data Layers & HISM

As our levels grow larger and more complex, performance becomes a bigger concern — especially in a puzzle-platformer where flow and timing are everything.

That’s why we built our own Data Layer system in C++. Unlike Unreal’s World Partition system, this gives us more precise control:

  • Load/unload actor groups using tags

  • Spread the work over frames with FTSTicker

  • Keep GPU usage stable and predictable

It’s lightweight, custom-fit, and perfect for our level design needs.

We also implemented Hierarchical Instanced Static Meshes (HISM) in our new Hangar level — a massive open space filled with detailed assets.

Let’s just say:

  • Before HISM? Our GPU cried.

  • After HISM? Silky smooth.

We're now updating earlier levels to benefit from the same optimization.

Mocap, but Make It Indie – Using Meta Quest for Hand Animation

To bring our main character Darren to life, we needed fluid, believable hand animation — without a full mocap studio.

So we built our own VR-based mocap workflow using a Meta Quest headset, directly inside Unreal Engine 5.

The Setup:

  • Meta Quest VR headset

  • Full-body IK system

  • Custom Blueprint + code logic

  • In-editor capture tools

  • Clean-up and polish directly in Unreal

  • Exported animations used in gameplay

It's quick, scalable, and fits our indie toolkit perfectly.

Meet Darren – Our Metahuman Protagonist

Darren, our lead character, now has a finalized Metahuman model — and it’s looking sharp.

Since storytelling and expression are central to the game, we’re using the new Metahuman Animator plugin in UE 5.6 to drive facial performance and emotion in real time.

It’s still early days, but we’re excited about how much nuance we can capture. We’ll share facial animation tests soon!

What We’re Working on Next:

  • Facial mocap testing and refinement

  • Finalize animations, extend the State Machine of Darren

  • Wrapping up Level 5 of Chapter I

Thanks for reading, and for being part of this journey!

– The Dev Team

Source

Steam News / 27 July 2025

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