Inspiration

I've been building IslandSurvival solo since February 2026. I was trying out a survival game with my girlfriend and she got bored relatively quickly by it. I was asking myself why and thought it might be the lack of backstory and especially of realism and immersion. From that moment I got the idea to solve that problem myself. That is how this first-person survival game was born. It's built in Unity 6 (URP), rejects simplified survival mechanics and prioritizes realistic crafting and environmental systems. When Build Week opened, I wanted to push an already in-progress project further using Codex rather than starting from scratch.

What it does

IslandSurvival is a first-person survival game targeting AAA-level environmental realism while staying performant on modest hardware (60+ FPS on a GTX 1060). The current focus is on environment fidelity, grass and foliage rendering, tree detail, fog, and lighting, closing the visual gap against AAA reference standards without sacrificing frame rate. Alongside the environment work, the game runs on a full-body player character and a data-driven architecture where all item and world-object behavior comes from ScriptableObjects rather than hardcoded logic.

How I built it

The project runs on Unity 6 URP with ScriptableObject-driven item/node data (no hardcoded logic). For Build Week, I used Codex (GPT-5.6 Sol Ultra) as my primary implementation partner to rebuild the grass system entirely from scratch: GPU-instanced, tile-based grass for performance, multi-layered wind animation with blade bending, slope-aware spawning so blades don't float above uneven terrain, and interactive bending, grass reacts as the player walks through it and bends around nearby thrown objects, staying bent afterward. On top of that we added a grass-cutting system, a VFX system and volumetric fog, plus general performance and culling work. Tree LODs were built in Blender. I used Claude sparingly, only to sanity-check design decisions before handing a scoped prompt to Codex, to conserve Sol usage.

Challenges I ran into

  • Keeping the new GPU-instanced grass, wind layers, and interactive bending inside a strict 60+ FPS budget on a GTX 1060
  • A gray-material bug on certain tree LODs — leaf geometry was getting auto-assigned into a material slot that Unity filled in by default, silently breaking the LOD's material
  • Codex struggled with color grading specifically. It took repeated correction across multiple sessions to get the direction right, more so than any other visual system

Accomplishments I'm proud of

  • Rebuilding the entire grass system from scratch during Build Week: GPU instancing, tiling, multi-layered wind, slope-aware spawning, and interactive bending from both the player and thrown objects
  • Shipping volumetric fog, a VFX system, and a grass-cutting system alongside the core rebuild, all while holding the performance target
  • 300+ hours of solo development sustained since February 2026

What I learned

Codex is noticeably weaker at art-direction-style feedback like color grading than at concrete implementation work, needed the same correction repeated across sessions. On the Blender side, running in agent/ultra mode takes longer but consistently gives better results for bigger tasks. Worth the extra time and tokens rather than settling for the faster, lower-effort pass.

What's next for IslandSurvival

Continuing to close the gap toward AAA visual quality. Wind animation refinement, ambient occlusion, and a full post-processing stack, while holding the 60+ FPS target on a GTX 1060.

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