Welcome to Goldaniatech

Goldaniatech:
A 3D Action-Adventure Game
Goldaniatech is an urban fantasy action-adventure game, solo‑developed by me, Yoann Amar Assouline, entirely from scratch, without using AI for content generation (I use generative AI to learn technical things and brainstorm ideas).
Explore a teeny-tiny city hub and its amusement park, fight goofy creatures, unlock unique characters, enjoy side activities, and invest in properties across the city!

Goldaniatech Features & Release
Discover a fantasy universe
Start this single‑player adventure by choosing between Charlotte, a powerful psychic with multiple powers, and her brother Logan, an engineer with exceptional strength and a passion for fitness.
As you progress through your adventure by completing Challenges, you will unlock new heroes. Each playable character offers a very unique experience, with exclusive activities and their own combat style.
Benchmark Demo
I released a Benchmark Demo on . It will gradually evolve from a small demo where can walk through a limited section of Golden Avenue into a full‑featured Gameplay Demo to try a single Challenge as Charlotte or Logan.
Early Access Development
I will launch the game in 2026 through Early Access on PC, and continuously develop the game and gather feedback to adjust everything, while staying faithful to my game’s DNA.
With each update, expect more places to explore, more creatures to fight, more unlockable characters, and new properties to acquire.
Goldaniatech:
The Making of my game
I'm developing my game Goldaniatech alone and from scratch (without external assets or plugins) since 2018 (made official in 2021), with the following tools:
- Unreal Engine 5 for gameplay programming (Blueprints & C++) and world creation
- Blender for modeling, sculpting, and animation for every single asset
- Substance Painter for creating every PBR texture (sometimes with Photoshop as well)
- FL Studio for creating lightweight sounds and music (not a specialist of FL, though)
I don’t use generative AI to automate modeling or programming tasks. While I do use it learning/skill improvement and ideas brainstorming, I believe that hand-crafted models and code is the only way for me to maintain full control over my game's quality and creativity.













