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Chirp

Chirp is a small technical demo pioneering the exploration of restorative design; how to build games which give players more energy than they take.

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This demo centres around connecting with birds by mimicking their songs, in a relaxing natural environment.

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I created all assets. Made in UE5.

Overview

Studio

Personal

Role

Solo Developer

Platform

PC

Date

2026

Key Skills

Creature AI

Gameplay Design

Prototyping

An owl watches down from a branch.
2026-07-11 GreatTit.mp4

Art Development

A moodboard containing watercolour images of houses and birds, and screenshots of monument valley.

I wanted to create a soothing world.

For me, Monument Valley has always had a calming effect with its soft gradients, minimal backgrounds and low levels of detail.

 

I found further inspiration in the works of Jean Payton Reid, a Scottish architect from the early 1900s, and Claire Harkness a Scottish watercolour artist of today.

I generated trees through math.

To quickly mock-up different trees for environment tests, I built a Blueprint which fractally creates branches along generated splines.

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I wanted artistic control over realism, so I used instanced structs to expose the config in the editor. I can add as many layers of branches as I'd like, set them to be straight, bowed, or spiral, and fine tune their appearance. 

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Once happy with their appearance, I merge the Blueprint down into a single static mesh.

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The leaves were also generated, by spawning instanced static meshes with-in a deformable sphere.

An oak, aspen, and birch style tree.
Spline points are overlayed on the trunk and branches of a tree, which can be configured from the details panel.
2026-07-11 DayNight.mp4

And turned day to night.

I moved radial gradients across the flat plane background to simulate the sun and moon.

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As the day progresses, alongside the background updating, the lighting and shadow colours change to reflect these different time periods.

Six screenshots show the progression of lighting from a pink dawn, to bright morning, to yellow afternoon, a golden dusk, a purple evening, and a dark night.

I made the birds fluffy.

Same assets, different materials. I softened and feathered the outline to give a soft scattering effect to their plumage.

Two robins sit on fenceposts. One is smooth with cel-shading highlights, the other fluffy with matte highlights.
A comparison of a tree and landscape with default Unreal shadows, and post-processed purple shadows.

And turned the shadows purple.

Purple shadows are a traditional watercolour technique, which adds depth to an image without darkening it.

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I achieved a similar result by tinting the shadows purple through a post-processing material.

A selection of birds perch on tree branches.
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