
**WORK IN PROGRESS**
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.
Tools






Area Of Expertise
Branding
3D
App Design
UI/UX
Virtual Reality
Motion Design
Overview
Role
Project Lead, Lead Game Dev
Year
2024
Genre
VR Adventure Game
Platform
PC VR, Meta Quest
Tools
Unreal Engine 5, Maya, Substance Painter, Photoshop
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.


Snap-on Grab Mechanic
I started by setting up a snap-on grab system to ensure the mace felt natural when picked up. Using Unreal Engine’s physics handle, I configured a socket attachment system that aligns the mace perfectly with the player’s hand. With blueprint nodes like “Attach Actor to Component”, I ensured the snap-to-socket interaction felt smooth and responsive. Players can grab the mace instinctively, making it an effortless yet satisfying experience.


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 and Dynamic 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 Controls
Using 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.


Motion Sickness Mitigation
VR flight can be tricky due to motion sickness, so I focused on smooth, stabilizing elements. Abrupt movements were limited, and the flight path was fine-tuned to ensure consistent, fluid motion. Testing and adjustments were key to striking the right balance between player comfort and dynamic gameplay.
Optimization
To keep the flight mechanic seamless, I optimized the blueprint logic to handle large environments without stuttering. Adjustments to physics parameters ensured smooth transitions between lift-off, hovering, and landing, making every aerial maneuver feel natural.
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.
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