# Lunar Soil — Bending the Way

*2026-02-09 — Development — By Kim*

> Designing a curved platforming challenge in Lunar Soil—from Blender bezier curves to Unreal's storm systems.
A simple obstacle level design. Exposed to the elements.

In one of the levels of [Lunar Soil](../games/lunar-soil) you can come across a simple narrow path. However, the area has a pit, there's a stormy wind, you get pushed back if you walk too fast, and you die if you fall.

![Lunar Soil - Storm Path](/images/news/lunarsoil-stormp1.jpg)

The 3D design is simple, the platforming design is clear.

![Lunar Soil - Blender Path Design](/images/news/lvl-blender.jpg)

It feels nice when it all comes together. Sometimes you kinda forget what it takes.

I created a bezier curve in Blender, then modified the path to cross the gap. Extruded the curve to a mesh, UV unwrapped, added modifiers and material slots, then exported to Unreal.

![Lunar Soil - Curved Bridge](/images/news/lunarsoil-stormp2.jpg)

Enabled Nanite, complex collision shape detection, assigned my materials with dedicated footstep slots. Cloud system, lightning, storm system with directional force.

![Lunar Soil - Storm Atmosphere](/images/news/lunarsoil-stormp3.jpg)

Play-tested, is the curve to small to large etc - can you crounch up that ledge?

![Lunar Soil - Environmental Hazard](/images/news/lunarsoil-stormp4.jpg)

Explorative platforming obstacle as part of a larger level.

[🎬 Video](/clips/lunarsoil-storm-walking.mp4)

What's on the other side? - Play the game and find out!

## Questions & Answers



*Questions about the article, answered by the developer.*



**1. Why a bezier curve in Blender instead of just blocking it out directly in Unreal?**

Curves are great to work with to get smooth curvy shapes. In blender you can just create these and extrude them to 3d meshes. Unreals built-in 3d modeling tools are quite crude still. 

**2. What happens when you actually fall off that bridge?**

You die! The state of the level will be preserved but you will respawn. 

**3. How do you stop a wind-push mechanic from feeling cheap instead of fair?**

It's an innocent looking path, you think you can just walk across. Then the wind hits and suddenly you're thinking about every step. Rewards patience over speed kind of a thing, which feels counterintuitive in a platformer, but this is also not just a platformer game. 

And because it's an alternative area you can choose to skip entirely, we can be fairly punishing here. If you walk too fast you plummet to your death. So maybe take it slow...

**4. You mention play-testing whether you can crouch up the ledge — did someone actually find that exploit, or were you just paranoid?**

That just good manners of playtesting and itterating on your creatings. Push it into the engine and test if it feels good, is the path to narrow, can you actually walk that steep. 

**5. Isn't Nanite overkill for what's essentially a narrow bridge?**

For the entire level its quite nice to have every mesh possible using nanite. 

**6. You end with 'what's on the other side' — do you already know, or is that something you're still figuring out?**

Yeah I know for sure what is beyond the ledge. I think you will like it. 


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*Canonical URL: https://morgondag.io/news/lunar-soil-bending-the-way*