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Bircan Görür
Open to internships — Spring 2027
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Sedora Skies

A calm, exploration-driven life and farming sim set on a floating island.

In active development

Role
Independent game developer
Engine
Godot 4 · GDScript
Genre
3D life / farming sim
Focus
NPC and world systems
Day: a voxel island floating in a pastel sky, with a water tower, barn, windmill and a waterfall pouring off its edge
Day · in-game screenshot, development build
Night: the same island under moonlight in a dark blue sky
Night · day/night cycle

Idea

On an island that grows over time, the player restores buildings, farms, looks after animals and gets to know the NPCs.

The project's main technical goal is to run this world on independent, reusable systems: farming, NPC behaviour, navigation and saving have to work together without getting tangled.

What I built

Independent systems

World and environment

  • A 3D island, waterfall and river
  • Vegetation, birds and animals
  • World behaviour tied to day and night
  • Ruined buildings and restoration

Farming

  • Cell-based fields
  • Sowing, growth stages, harvest
  • Farming capacity
  • Vegetation that regrows over time

NPC architecture

  • WorldQuery, WorldServices
  • Occupancy, Reservation
  • Navigation, Action system
  • Contextual interaction, daily schedule

Animation

  • Idle, Walk, Turn Left/Right
  • AnimationTree
  • In-place locomotion; separating movement from animation

Dialogue

  • Lines, sequences, speakers
  • Portraits, pagination, typewriter effect
  • Mouse, touch and keyboard input

Saves and world state

  • Deterministic save restore
  • Offline progress logic
  • Separating persistent and transient state
  • Save safeguards

Technical depth

Problem and approach

Letting an NPC get things done without colliding with the world

If Green Uncle is going to inspect a crop, he needs to know the crop is really there, that there's a path to it, and that nobody else is using that spot.

ApproachAn action pipeline that hands each step to a separate service. The order below is the actual order in the code for the "inspect crop" action:

  1. Schedulepicks an activity
  2. Actionvalidates, starts
  3. WorldQuerycrop and approach points
  4. Navigationis there a path?
  5. Reservationreserves the spot for a while
  6. Movementwalks, turns, inspects

While the action runs, the target and the reservation are re-validated regularly; the reservation is released when the action ends. The daily schedule system currently runs in test scenes.

Green Uncle standing among tall grass by the river
"Inspect crop" test step · development test capture
Green Uncle standing on the grass by the river, with a wooden house behind him
"Return home in the evening" test step · development test capture

Finding a path on uneven terrain

The island is full of height differences, slopes, bridges and planted fields. Where an NPC can walk can change at any moment.

ApproachGrid-based pathfinding with an A* approach; height and slope checks, occupied-area checks, and target and movement management.

Keeping the world the same after loading a save

Crops grow, NPCs move, the player leaves and comes back; the restored world has to be consistent.

ApproachDeterministic save restoration, separating persistent and transient state, offline progress logic, and keeping NPC actions consistent with world state.

Tech stack

Godot Engine 4GDScriptSceneTreeCharacterBody3DAnimationTreeA* pathfindingGrid navigationBlender3D rigging3D animationAndroid debug APKAutomated Godot testsGit

What I went deep on

3D game development, NPC system architecture, behaviour management, navigation, animation and game state management. This is the project that best shows the game programming and systems engineering side of my work.

Gallery

In-game screenshots · development build
The river running through the island and pouring off its edge as a waterfall; a mill, a bridge and an animal pen
Waterfall and river system
The island with an airship docked at its edge; the barn, greenhouse, silo and the player's house are visible
An airship docking at the island
A bird's-eye view of the island: barn, greenhouse, silo, animal pen, windmill, water tower and waterfall
Overview of the island · spring