Hanuman's Quest is an immersive VR adventure game inspired by the epic tales of the Ramayana. Players take on the role of Hanuman, the divine monkey warrior, embarking on a journey to retrieve the mythical Sanjeevani herb to save Lakshman. Set in a breathtaking VR environment, the game blends cultural mythology with cutting-edge technology, offering a unique narrative-driven experience.

Branding

3D

App Design

UI/UX

Virtual Reality

Motion Design

Overview

Role

Project Lead, Lead Game Dev

Project Lead, Lead Game Dev

Project Lead, Lead Game Dev

Year

2025

2025

2025

Genre

VR Adventure Game

VR Adventure Game

VR Adventure Game

Platform

PC VR, Meta Quest

PC VR, Meta Quest

PC VR, Meta Quest

Tools

Unreal Engine 5.5, Autodesk Maya, Adobe After Effects

Unreal Engine 5.5, Autodesk Maya, Adobe After Effects

Unreal Engine 5.5, Autodesk Maya, Adobe After Effects


Screenshots

Contributions

Combat Mechanics

The mace is central to Hanuman’s Quest—a divine weapon that defines both combat and player engagement. The goal was to make it feel powerful and intuitive, immersing players in gesture-based combat that connects them to the action.

Throw and Return Functionality

Throwing the mace was a challenge at first. VR controller inputs can be unpredictable, so achieving precise throws required tweaking velocity curves, input sensitivity, and trajectory logic. After multiple playtests, I opted for a predefined throw path with fixed points to mimic a natural arc. This setup strikes a balance between player freedom and guided motion, ensuring consistent and satisfying results.The call-back mechanism was another crucial feature. I debugged blueprint logic meticulously, using custom events, timelines, and interpolation functions to make the mace return to the player smoothly. The result is a mechanic that feels responsive and dynamic, perfectly aligning with the fast-paced combat system.

Visual Effects

The mace wouldn’t feel complete without its divine visuals. I added a particle-based trail effect that activates during throws, giving a vivid representation of speed and trajectory. To enhance realism, I applied physics materials for bounce and rotational dynamics, tuning angular damping to control spin and prevent unnatural stops. The result? A weapon that looks, feels, and behaves like it’s brimming with divine energy.

Flying Mechanic

Flying is one of Hanuman’s defining traits, and implementing it was both exciting and challenging. The mechanic adds verticality and freedom to the gameplay, letting players soar through the game’s expansive environments. Implementation and ControlsUsing the GDXR Ultimate template as a base, I modified the blueprint logic to enable lift-off with a single VR controller input. Steering is handled through gaze-based navigation, where players fly in the direction they’re looking. This simplified control scheme makes flying feel intuitive while enhancing immersion.

Enemy AI

Normal Enemy AI: Developed a modular behavior system using Blueprints. Enemies now patrol, detect, and engage the player using melee attacks. Implemented hit reactions, death logic, and ragdoll physics for immersion.Flying Enemy AI: Designed using nav splines and dynamic movement. These enemies detect the player in air and chase using prediction logic. Includes custom collision and projectile dodge reactions.Boss AI: Designed a 3-phase boss with state machines. Integrated cinematic intro and outro sequences, phase-based behavior trees, and dynamic VFX triggers for ultimate attacks.

Rig Development

Normal Enemy AI: Developed a modular behavior system using Blueprints. Enemies now patrol, detect, and engage the player using melee attacks. Implemented hit reactions, death logic, and ragdoll physics for immersion.Flying Enemy AI: Designed using nav splines and dynamic movement. These enemies detect the player in air and chase using prediction logic. Includes custom collision and projectile dodge reactions.Boss AI: Designed a 3-phase boss with state machines. Integrated cinematic intro and outro sequences, phase-based behavior trees, and dynamic VFX triggers for ultimate attacks.

Environments & Level Design

Level 1 – Vanara Jungle: Lush tropical zone where the player learns traversal and basic combat. Includes vertical movement challenges and visual storytelling using props and ambient sound. Level 2 – Sky Realm: High-altitude floating island zone for the flying mission. Features gust tunnels, enemy ambushes, and free-flight mechanics. Level 3 – Demon Fortress: Boss battle zone in a scorched wasteland with towering ruins. Designed for multi-phase combat, destructible environment pieces, and cinematic finale. Each environment was optimized with LOD systems, light baking, and occlusion culling to ensure performance on Meta Quest 2.

3D Art and Asset Creation

For Hanuman’s Quest, the visual style was intentionally crafted to be low-poly, giving the game a distinct aesthetic that balances performance and artistic appeal. All characters, props, and weapons were modeled in a simplified, stylized way that complements the mythical theme while ensuring smooth gameplay in VR. To bring this vision to life, I collaborated with an experienced 3D artist from India who specializes in low-poly art. This collaboration allowed us to develop a cohesive style across all assets, from the divine mace to Hanuman himself, as well as supporting characters and interactive props. The low-poly design not only aligned with the game’s artistic direction but also optimized it for VR performance, ensuring stable frame rates without compromising on visual impact.

Final Reflection

The idea of Hanuman’s Quest is to immerse players in a culturally rich narrative while delivering innovative VR mechanics. Designing the core gameplay features—like the mace combat and flying—required balancing player freedom with controlled mechanics to ensure consistency and satisfaction. Every mechanic went through multiple iterations. Whether it was refining the mace’s throw trajectory or mitigating motion sickness during flight, the process involved a lot of playtesting, tweaking blueprint parameters, and experimenting with different setups. These challenges have been invaluable in pushing both my technical and creative boundaries. Hanuman’s Quest is shaping up to be a unique adventure that combines mythology, immersive mechanics, and cutting-edge VR technology. From wielding a divine mace to soaring through epic landscapes, every feature has been crafted to make players feel like they’re stepping into Hanuman’s world. It’s a work in progress, but one that promises to deliver an unforgettable experience.

Content

Content

Content