Chroma & Sketch

A solo passion project — asymmetric co-op meets a world that forgot how to feel.

Unreal Engine 5 C++ Solo Project Maya Reaper
📦 Codeberg

The Idea

The world of Canvasia has gone gray. Not metaphorically — literally. Corporate monotony has drained every street, every shop, every face of its color. Two creative spirits are all that's left to fix it.

Sketch draws the world back into existence — laying down outlines, structures, and logic. Chroma gives it life — painting those outlines with material and meaning. A bridge Sketch draws becomes ice when Chroma hits it blue, vines when she paints it green. Neither can do much alone.

It's part puzzle-platformer, part life sim. Think It Takes Two meets Dreamlight Valley, built by one person who maybe bit off more than they can chew — and is doing it anyway.

The Two Characters

✏️ Sketch — The Architect

Sketch thinks in structure. He draws ghostly outlines into the world — bridges, platforms, walls — that exist as logic before they exist as matter. Without Chroma, they stay transparent. Unrealized.

Vertex-based generation Collision blueprinting
🎨 Chroma — The Stylist

Chroma thinks in feeling. She paints Sketch's outlines into physical reality — the color she chooses determines what they become. Ice. Vines. Rubber. The world responds to her mood as much as her intention.

Dynamic material shifting Saturation manipulation

The Ribbon

Borrowed from Unravel — players are physically tethered. Drift too far apart and Canvasia starts fading again. The color drains from everything around you. It's a mechanic, but it's also the point: the world only stays alive when you're working together.

Under the hood this is a distance-based desaturation system driven by Global Material Parameters in UE5 — but honestly I just think it's a nice way to make co-op feel meaningful rather than optional.

What I'm Actually Building

This is a full solo development cycle — engine systems, 3D assets, audio, shaders, the whole thing. The goal isn't to ship a AAA game. It's to prove I can own every layer of a project from low-level C++ systems all the way up to the feel of a jump arc.

Currently in progress
  • C++ core systems & character framework
  • Asymmetric input & ability architecture
  • Ribbon Link desaturation system
Coming next
  • Stylized HLSL shaders for material states
  • First playable vertical slice level
  • Maya asset pipeline + Substance texturing
Design Progress Early days. Devlogs coming once there's something worth showing.