Since this technical art competition is about video games, I wanted to create something that is special about video games, which is interactivity. Because of that, I decided to make an interactive grass shader, which also fits with the theme of a abandoned camp as it takes place somewhere in nature.

I had an idea of having a monstrous plant attacking the campsite, surrounding and filling the area with its roots. To make the process of placing these roots efficient and simple, I made two root generation tools with Houdini that are implemented in Unreal Engine. This tool generates roots on surfaces using a curve as an input. I wanted to create a main root with sub-roots growing all over and overlapping each other while also sticking onto surfaces.

On top of the roots from curve tool, I wanted to create a different one that generates smaller roots that covers an object. Because of that, the mesh object is used as an input for the generator. The main roots grow from the bottom of the mesh to the top and more roots branching of to the sides.
To keep up with the forest theme of this project, I of course added a foliage wind shader to add movement and liveliness to the scene. The end product is a material function that outputs a world position offset and a global material parameter with all of the variables needed to control the wind.