Content
Hanuman VR is a first-person VR action-adventure experience where you embody Hanuman, the legendary vanara warrior, on a heroic journey to rescue Sita from the clutches of the demon king Ravana. Set in a stylized low-poly world inspired by ancient Indian mythology, the game brings divine legend to life through immersive interaction, dynamic combat, and spiritual exploration.
Game Development
Virtual Reality
Tools
Overview
Role
Year
Genre
Platform
Tools
Celestial Frames






Gameplay Screenshots




Become the Mighty Warrior
Combat System
Weapon System: A throwable and recallable mace (gadaa), implemented with:
Move Component To
with a custom arc and bounce curve.Niagara trail VFX for visualizing the throw.
Recall triggered via distance check + input. Pivot drift and spin controlled using a Timeline node.


Damage System:
Trace-based melee detection on impact.
Damage logic split into modular Blueprint components (enemy health, stagger logic).
Enemy Interactions: Attack animations synced with collision triggers using Montage Notifies
.
VR Interactions & Movement
Custom Jump Impulse added via Blueprint logic.
Grab system extended with capsule collision to make weapons feel weighty and responsive.
Base locomotion (from GDXR): Smooth movement, snap turn.
Flying System
Built using spline components:
Player follows a path with forward velocity interpolated on a Timeline.
Head rotation gives slight lateral control.
Safety measures:
FOV narrowing during flight.
Haptic feedback and sound layers to ground the player.
Blueprint reticle locked to horizon for motion sickness mitigation.




Designed with Devotion
Art Direction
Stylized, flat-shaded low-poly aesthetic to maintain performance in VR while evoking spiritual grandeur.
Color-coded levels (earth tones for temples, cool hues for flight) for visual narrative guidance.



Rigs & Characters
Enemy rigs optimized for VR performance with 2–3 attack variations each.
Cloth removed from Metahumans; physics baked due to instability in VR runtime.
Hero rig based on UE5 mannequin + custom attachments for weapon sockets and animation notifies.


3D Modeling
Assets designed with clear silhouettes and storytelling symbols—lotus, torches, ancient glyphs.
Stylized proportions on characters to match mythic tone.
Modular temple kit built in Maya, focusing on reusability and LOD optimization.


Path to Lanka
Environments
Three major areas:
Puzzle Temple – introduces mechanics and visual lore.
Combat Arena – opens post-puzzle, triggers enemy waves.
Sky Flight + Boss Realm – traversal + cinematic boss showdown.


Level Design:
Lighting:
Volumetric fog used with post-process blending for mystical ambiance.
Baked + stationary lights.


Enemy AI Breakdown
Rakshas
Sight-based perception → attack state.
BT Tasks: Patrol, Detect Player, Move To, Melee Attack.
Combat logic synced with animation notifies + damage sphere.


Flying Demons
Floating movement via Floating Pawn Movement
.
Projectile attack AI using
Spawn Actor
+ aim-at-player logic.BT includes: Fly Patrol, Ranged Attack, Dodge (simple side vector shift).
Serpent
Large-scale enemy using Spline IK
for body movement.
Behavior Tree includes timed ground strikes and ranged venom spray.
Reacts to player weapon hits with AI Blackboard value to enter stagger mode.
Kumbhkaran (Mini Boss)
Slow but high-damage.
Phase-based health with new attacks per phase.
Montage notifies activate AOE damage + windup.
Raavan (Final Boss)
Multi-phase fight:
Clone summoning, projectile storms, teleportation.
BT powered by Selector nodes that switch behavior based on health.
Attack states handled via custom FSM:
Wait → Teleport → Clone Spawn → Launch Attack
Breakdown
VFX: Divine Energy in Motion
Niagara Systems:
Mace Trail: Directional burst + length-based color fade.
Portal FX: Ring mesh dissolve via Material Param Collection.
Hit Impacts: Sparks + radial force emitters.
Dynamic materials used for glowing glyphs and magical barriers.
All effects are GPU-optimized and LOD-switchable for VR.
Animation: Bringing the Epic to Life
Enemy animations sourced from Mixamo and retargeted in UE5.
Combat synced with Montage Notifies for precise damage windows.
Boss animations manually edited for more expressive attacks.
Camera animation for cutscenes crafted in Sequencer with camera shake layers and ease curves.
Sound: Echoes of the Divine
Spatial Audio for environments: temple wind, torch crackles, echo chambers.
Combat FX: Mace whoosh, enemy screams, ground slams layered in engine.
Music composed from Indian classical samples mixed with ambient pads.
Trigger zones shift music layers based on proximity and state.