SIMULATIONVIDEO GAME

Catalyst

Solo-developed successor to Catalyst 2012: a real-time robotics simulation in Unreal Engine 5, with competition fields built procedurally in Houdini.

Solo Developer & Technical Artist
Catalyst

Project Overview

The project is currently in the prototyping and tool-building stage. The primary focus is on developing the core procedural asset pipeline, which is the foundational technology that will unlock the ability to build out the rest of this ambitious vision.

The vision for this new Catalyst is to create a fun, approachable, and graphically rich game that inspires a new audience to get involved in the FIRST Robotics community. The long-term goal is to build a highly efficient content pipeline that can not only support new annual competitions but also preserve and recreate historical games, re-engaging the vast alumni community through a shared passion for robotics.

Unreal Engine 5

Built from the ground up in UE5 for excellent visual standards.

Custom Bullet Physics

Custom integration of Bullet physics engine for granular control.

Authoritative Multiplayer

Fully authoritative online multiplayer with physics re-simulation.

Procedural Houdini Pipeline

Robust tech art pipeline for procedural content generation.

Project Gallery

Development gallery - more images will be added as the project progresses.

Technology Stack

Cutting-edge technologies and tools used to bring this project to life

Game Tech

Unreal Engine 5
Rider / C++
Chaos Physics + Bullet Physics
Meta Humans
Nanite & Lumen
Perforce

Traditional DCC Tools

Maya
Photoshop
Marvelous Designer

Procedural Generation Tools

Houdini
Substance 3D
Unreal PCG
InstaMat

Technical Highlights

Custom Physics Engine

Integrated Bullet Physics for authoritative multiplayer simulation

Procedural Pipeline

Houdini-based system for generating high-quality robot parts

Challenges & Solutions

Technical hurdles overcome and innovative solutions implemented during development

Challenge

The original game lacked a reliable online multiplayer system, making fair competitive play impossible. Standard engine physics are often insufficient for deterministic, server-authoritative simulations.

Solution

A custom integration of the Bullet Physics engine within Unreal Engine 5 provides the granular control needed for a fully authoritative online multiplayer architecture with client-side physics re-simulation.

Challenge

Creating the vast number of high-quality assets required for a modern game is a significant bottleneck for a single person. Manual creation would make the project's scope unfeasible.

Solution

A powerful tech art pipeline in Houdini procedurally generates detailed, high-quality robot parts from basic building blocks, automating repetitive artistic tasks and drastically accelerating asset creation.

Challenge

As a solo developer, achieving AAA visual quality while maintaining development speed requires unprecedented automation and tool sophistication to compete with full studio teams.

Solution

Custom tech art tools in Houdini provide artistic control over procedural generation, removing repetitive artistic requirements from the workflow and enabling rapid iteration at professional quality standards.

Challenge

Achieving fast, near-seamless updates to character clothing designs across multiple software packages traditionally involves manual export/import processes that break development flow.

Solution

Automated pipeline integration eliminates manual steps between Marvelous Designer, Houdini, Substance, and Unreal Engine, enabling real-time iteration on character designs.

Technical Deep Dive

Networking Physics

The server updates its simulation once per frame and tells the clients the authoritative state of the world at that frame. The clients rewind their simulation to the server's frame, reset the world to the authoritative state, and resimulate all frames necessary to catch up to where they were. This ensures that all clients see the same simulation results as the server, preventing desynchronization and granting all users immediate control without any latency.

Bullet + Chaos

Bullet ensures that gameplay critical physics elements are updated deterministically across all clients. Chaos is used for visual effects and non-gameplay critical physics like when a gamepiece exits the field, or a robot's secondary physics motion like swinging cables.

Procedural Geometry Assets

Houdini allows for the creation of complex procedural assets that can be easily modified and iterated upon. By defining rules and parameters, a wide variety of robot parts can be generated from a single base design, significantly reducing the time and effort required to produce high-quality assets. This approach ensures artistic control while automating repetitive tasks, enabling rapid iteration and professional quality standards.

Procedural Texture Assets

Substance Painter and Instamat are used to create procedural materials and textures that can be applied to the generated robot parts. This allows for a high degree of customization and variation, ensuring that each robot feels unique while maintaining a consistent visual style.

Behind the Scenes

A solo developer's journey to create an ambitious robotics game using cutting-edge technology and procedural workflows.

Catalyst 2012 RemakeS
tarted as a remaster/remake of the original Catalyst 2012 game.
Unreal Engine 5
Primary Engine
2024
Development Start

Key Moments

Graphics and Performance Lookdev
Lookdev

Graphics and Performance Lookdev

Explored various rendering techniques, including testing purchased assets to quickly iterate on visual standards, and optimized performance to find a balance of quality and framerate.

Prototype Robot Configurations
Robot Part Prototyping

Prototype Robot Configurations

sketched out various robot part configurations to ensure true mix and match capabilities with minimal clipping and maximum variety.

Editable Robot Tests
Tool Prototyping

Editable Robot Tests

Prototyped the procedural robot part generation pipeline in Houdini, and consumed the editable robot parts at runtime in Unreal Engine.

Robot Part Pipeline
Tool Building

Robot Part Pipeline

Finalized another pass of Houdini tools for procedural robot part generation.

Personal Reflection

"This project is a huge personal challenge, driven by a passion for robotics and the desire to build something of a far greater quality, and far faster, by myself. It's about leveraging modern tools to make an ambitious vision achievable for a solo developer and create something that can positively impact the robotics community."
Solo Developer & Technical Artist

Fun Development Facts

The project is a spiritual successor to a game first conceptualized and built in 2012.

The game aims to inspire a new generation to get involved with the FIRST Robotics Competition.

Procedural generation allows one person to create content that would typically require an entire art team.

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