
Hytale Golem Mod
Hytale Golem Mod







Hi, we are Jonas and Marietta, based in Switzerland,
we love helping individuals and small companies grow!


We are Jonas and Marietta Oppliger, a creative power couple with diverse backgrounds in engineering, design and drafting. While Jonas excels in technical engineering, product management, and game development, Marietta's expertise lies in CAD drafting, planing and hand drawing. Together, we share a passion for creativity and are loving parents to our 16-month-old son.
Do you fancy saying hi to us or you want to get started with your project and you need our help? Feel free to contact us.
opportunity@voronoi.ch

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Wishlist here: https://store.steampowered.com/app/3972150/Project_North/



More blockouts


Spend some time modeling an old vintage diesel engine and generator for the submarine 👀


have been playing around with procedural edge wear lately, as its a big part of the visual identity for Project North. Will post a System breakdown when it its fully finished but man was this a pain 🥲 The pictures show my pre process I do in Blender, encoding some data into the vertex of the mesh



Blockout to to allow for a first MVP version of the submarine.




This will allow you to add a personal touch to every page of your daily exploration journal, document your struggles and document never before seen secrets hidden beneath the ice.
Cameras:
I use a separate camera with its own renderer (which has a full screen shader). I normally render it manually to a render texture, and then save it in the saves folder.
Reveal Shader:
The revealing is done using a secondary shader on the material I assigned to the RawImage. In script I lerp the value to 0 if you move, and if you hold still slowly towards 1.
Sketch Shader:
The shader for the sketch camera was based of this very helpful video by Daniel Ilett. I mainly added some shading and textures to it.


I was tasked with first up creatign a digital rendering for their new and upcoming product, as well as creating images that obscoured it so they can gratually reveal it.







A co developed game with Maincode Studio, which originated drom a personal game jam and spiraled in to a full fledged game, to be released soon.
See the games page: here

A game project started together with Maincode Studios, in early 2023.
All information can be found on the games own page: here

A client comissioned us to make him some nice renderings of our old home, they allowed him to rent it out for a significantly higher amount due to the higher precived value.


An image video for the company Fritz Gyger AG, on site filming was done by vonMedia, the rest my us, including the 3D animations.

A tool for fans and game devs, I started working on back in 2020. It still has its small active comunity building and sharing things.
All information can be found on the tools own page: here

A game I started working on back in 2018, on which I’m still working on in my spare time to this day.
Everything for this game was done my self, with the exception of some assets that where utilized.
All information can be found on the games own page: here

Some Characters I modeled for the game Timekeepers Deffense/Battleground.
The client required me to keep true to the astetics layed out by the popular asset provider Synty Studios.


Some Characters I modeled for the game Timekeepers Deffense/Battleground.
The client required me to keep true to the astetics layed out by the popular asset provider Synty Studios.




Some Characters I modeled for the game Timekeepers Deffense/Battleground.
The client required me to keep true to the astetics layed out by the popular asset provider Synty Studios.

Promotional renders for some of the characters:





