ToonPoly is a sandbox system that brings 2D flat vector art aesthetics into 3D. It allows players to design their own worlds and games. It offers a single-player experience, but created worlds can be shared via save files.
At runtime, players can:
Adjust scene colors
Change weather and seasons
Edit and sculpt landscapes, paint and place vegetation
City Builder
Character Creator with AI character creation feature
A Sandbox for Timeless Creativity
ToonPoly gives players the freedom to build worlds adaptable to any era using simple modular pieces. Buildings, furniture, and clothing can transition from medieval to modern or futuristic environments. Minimalist design emphasizes creativity through unlimited combinations.
Nanite – High Poly Stylized Graphic Art
ToonPoly renders its high-poly, stylized graphics with Nanite, offering both visual quality and performance. Although it works with simple and minimalist forms, it breaks the classic low-poly perception and creates high-quality, stylized 3D worlds.
Sustainability
The project offers a constantly updatable and expandable ecosystem thanks to its modular and flexible structure.
ToonPoly will continue to evolve long-term based on user feedback and technological developments due to its always-improvable structure.
Being modular, the system provides an infrastructure that meets current goals as well as future scalability and sustainability expectations.
Current Status
Except for Ultra Dynamic Sky, all project content developed so far has been created from scratch by Levent Bozkurt.
Landscape (90%): Small improvements for wind, interactions, and vegetation are planned.
Layered Fog Material (60%): Color variation presets will be created.
Ultra Dynamic Sky (50%): Adaptation process nearly complete.
Building Objects: R&D work is ongoing; the model detail level plays a critical role in defining the game’s visual identity and performance, and the process is nearing its final stage.
City Builder: R&D is in progress; blueprint development has started.
Character Objects: Characters complete. Clothing and tools quantity will be increased.
Character Creator: Blueprint phase under investigation.
Character Animations: GASP-based solutions under investigation. (GASP:Game Animation Sample Project)
My first attempt at writing a Blueprint. The boxes are only aligned using snap, and this setup is quite rough. I made it by following a tutorial, but I didn’t really understand why I was doing most of the steps I added Climbing everywhere ability to the GASP (Game Animation Sample Project) character. I think once I finish the Builder, I’ll choose and purchase the a GASP parkour asset. It really excites me.
Although the tutorial explanation wasn’t very detailed, he built a complete construction system from start to finish, and I followed along and applied it myself. I also watched some beginner-level Blueprint lessons. I’m starting to understand it now. In addition to the tutorial, I hid the character and added a flying feature to allow free creation. I believe that if I focus a bit more, I’ll be able to create the building system I have in mind.
An instance duplication tool that produces objects based on the camera. It’s not suitable for the game; I’m creating it only for educational purposes. I’m applying and examining all the building tutorials I can find to better understand Blueprints.
It’s very important for construction tools to be easy and enjoyable to use. For the past two weeks, I’ve been creating Blueprints while following tutorials on different construction methods. I’ve done various tests, and now I have a clear idea of how my interface and construction tools should work. I still need to do some more research on ISM/HISM.
I think this is a very interesting concept, and I love the fluidity that it offers. Will there be options available in the future to add texture or change the texture of the building items?
Hello. Thank you. At first, I started with a detailed approach and even planned to include PBR textures (I enjoy texture painting). However, as I added more detail, I realized it would limit the player’s creativity. At the same time, I didn’t want to overwhelm players with hundreds of options. Even if texture customization is included, it will likely be procedural — things like watercolor, paint, clay, or dirty effects. Most likely, there won’t be any clear distinction between wood, metal, and stone, or it will be kept to a very minimal level. Building parts will include basic elements such as round and pointed arches, 30°, 45°, and 60° roofs, windows, doors, and stairs. I’m also researching circular towers and domes.
I’ve started developing “ToonPoly City Builder.” I’m using HISM (Hierarchical Instanced Static Mesh) for the builder system. Each form will have separate controls managed via the mouse wheel: Mouse Wheel= Similar Object Change Arrays: Shift + Mouse Wheel = Z axis Ctrl + Mouse Wheel = Y axis Alt + Mouse Wheel = X axis While generating HISM arrays along these axes, different forms will produce unique different patterns in their array positions.