Download Description
Holy Booger uses humor, disgust and exaggerated social rituals to explore a familiar idea: how much of what we call "normal" is simply something we learned to accept? Every society sets standards for what is respectable, desirable, clean, beautiful or worthy. In this world, those standards just happen to be reversed.
"You are not dirty enough!" The game does not ask you to defeat the system. It asks you to learn it, perform it and become good at it. The team dedicates it to the clean world.
The core world, the basic gameplay framework, the main characters, and early versions of core scenes such as the booger bar, along with some of the interaction logic, were in place before the hackathon. During it, the team expanded the scenes and environmental detail, added NPCs, quest flow, scene interactions and guidance, reworked parts of the gameplay logic and the paths through the space, and used Tripo to generate a large set of buildings, decorations, props and other environment assets, unifying their scale, materials and style before bringing them into the engine.
How Tripo was used
Tripo built most of this world's scenery. Apart from the characters and key irregular buildings such as the fountain and the bar, which the team designed and made themselves, most environments and supporting 3D assets were generated with Tripo, then selected, adjusted, optimized and integrated into the engine by the team.
- What it made: the buildings across the world, the inside and outside of the DEEP DIG shop, and street props.
- A world, fast: Tripo helped the team set up the overall atmosphere and visual world in a short time, with dense visual detail and a fairly complete spatial structure, laying the groundwork for a unified style, the story and the interactions.
- Expansion and iteration: it played a core role in expanding scenes, building spaces and iterating on visual prototypes.


