Example Crystals
Each crystal is unique, generated from your words
Ethernal Crystals is a unique NFT project that transforms text into beautiful, cryptographically-generated crystal art. Each crystal is one-of-a-kind, derived from the essence you provide during minting.
When you mint a crystal, your input text is hashed using cryptographic algorithms to generate unique visual properties:
To prevent purity farming. However, the nebula shape will always be the same whenever the same text is used.
Ethernal Crystals combines blockchain technology with generative art:
To mint your own Ethernal Crystal:
1Connect your MetaMask wallet
2Type your crystal's essence (any text you like)
3Click "Crystalize" to mint your unique NFT
4View your crystal on OpenSea and discover its purity
My name is Christophe MAUNIER, and I live in New Caledonia.
For the sake of transparency, I want to mention that this is not the first time I've tried to launch this project. I started it a few years ago, but health issues held me back for several months.
Then, I had a daughter, Zoé, but she was born with a rare disease and passed away at eight and a half months old, in early 2024, due to complications related to her condition.
It has been almost two years now, as I write these lines, and I still struggle to fully recover. But I want to move forward, so I'm picking up projects I had abandoned, like this one, and trying to see them through.
I started in the creative field with photography. I realized I was more of a technician than anything else and that I loved experimenting. I explored many techniques, from infrared to HDR. I participated in several competitions and was a finalist quite often.
Making video games has always been a childhood dream, but I'm also aware that it doesn't happen overnight. What I love most about video games is imagining worlds and telling stories. To get my foot in the door, I started by making short films — I have over fifteen to my name and I've won a few awards: Best Screenplay, Best Film (co-directed), and Best Special Effects, among others.
I then worked in audiovisual production for a local TV channel, and I also taught photography and video classes in schools across the island.
The idea of creating video games never left me, and as you can tell from my journey, I love learning new things. While I was doing photography, I was learning video production, and while I was working in audiovisual, I learned to use Unreal Engine. Today, I have an excellent command of the engine and I've had the opportunity to work as a prototype designer for small and medium studios, mainly French ones, which allowed me to progress quickly and effectively.
Today, I'd like to go further, but that requires funding. So I came up with the idea of creating this project with the ultimate goal of establishing a small studio and starting to create video games professionally and independently.
Finally, a portion of the funds raised will be donated to the TBC1D24 Foundation, named after the disease that took my daughter.
I'm not going to sell you improbable or unrealistic promises. I intend to build three projects based on the same concept, each depending on the success of the previous one. Here's how it will unfold:
First, there's Ethernal Crystals — crystals generated in Unreal Engine and based on hashes: I take each byte and turn it into something — a texture, a color, a rotation, and so on. There is no random generation here, only procedural generation based on a seed: the hash.
Next, I'll create a new artistic project on the same underlying theme: a revisited, modernized antiquity, still designed with Unreal Engine.
For now, I'm intentionally staying vague, but I'll launch the project if enough crystals are sold. The foundations of the project are already complete — only polishing remains.
This series will have 2,048 pieces. The first 1,024 will be airdropped to crystal holders, and the other 1,024 will be sold. The generation principle will remain the same: a hash as a seed.
There will indeed be a third and final project, the most ambitious of the three. But if I can launch it, it means the first two will have been successful enough to provide the funds.
I don't want to give too many details just yet, although the entire project has already been imagined and prototyped. Unlike the other two, this will be an interactive project — not quite a video game, but more of a journey, where each one will be unique, just like the previous two, based on a hash.
The experience will be available in VR, though it won't be mandatory. It will also be shareable: you'll be able to invite other people, whether they own a token or not, to live this experience with you — but only you, the token owner, will be able to launch it.
Once again, built with Unreal Engine.
This final series will have 4,096 editions. The first 2,048 will be airdropped to owners of the 2,048 works from the previous series, and the other 2,048 will be sold.
There you have it — now you know pretty much everything.
I want to emphasize that the initial approach is artistic before being technical. I wanted to go against the grain of what had been done so far and try something new, original, yet coherent.