
Underwater Fantasy Game in Unreal Engine 5.4 Blueprint
I am currently working on a graduation project where I become a mermaid and explore the underwater world by interacting with whales. The idea started from a mural of mermaids, fish, and archers in the Gilt Kelbir cave in the Sahara Desert. I wondered why there were mermaids and whales in the desert, so I looked into it a little more and found information that the Sahara Desert used to be a sea and a forest. In particular, I found information that there was an area called Whale Valley because many whale remains were found, so I am making a fantasy game based on a sea that existed in the past but no longer exists.
The beginning of an idea

Gilf Kelbir Cave's Painting / Wadi Al-hitan
I am currently making a game using Unreal Engine as my graduation project.
The idea started from a mural of mermaids, fish, and archers in the Gilf Kelbir cave in the Sahara Desert.
“Why are there mermaids and whales in the desert?” I looked into it a little more and found information that
the Sahara Desert was a sea and a forest a long time ago. In particular, I found information that there was a whale valley area in Wadi Al-hitan, where many whale remains were found, so I decided to create a fantasy game set
in a ancient sea that no longer exists but existed in the past.
The idea started from a mural of mermaids, fish, and archers in the Gilf Kelbir cave in the Sahara Desert.
“Why are there mermaids and whales in the desert?” I looked into it a little more and found information that
the Sahara Desert was a sea and a forest a long time ago. In particular, I found information that there was a whale valley area in Wadi Al-hitan, where many whale remains were found, so I decided to create a fantasy game set
in a ancient sea that no longer exists but existed in the past.
Player Character Setting

Modeling Turn Table

Player Character Swim Mode BP

Player Character : Aiming / Attack BP interaction
You can see the mermaid character creation process in more detail through the link below.
Enemy Blueprint
In the process of implementing the game with Blueprint, there were many restrictions because it was ‘underwater’ and we had to use ‘Physics Volume’, unlike games played on land. In the case of enemy characters, the Nav Mesh, which sets the movement radius, and the Simple Move AI, which is a function to find and chase the player, were not applied, so I had to find another way. So I referred to YouTube tutorials and asked my professor for advice, and implemented three versions of the enemy chasing the player.

Cloth simulation settings in Unreal Engine for natural movement in water
<Attack method by enemy player>
in Place Archer - Stays in place and approaches and attacks when a player enters the attack range
invisible - At first, invisible, but becomes visible (Material) and attacks when a player enters the attack range
Moving - Finds the player within the player-enemy distance and approaches very slowly

Whale & Props


Environment
Developing!!

Assets
Character : Dead Army
Environment : Underwater BP v.3 / Abyssal Grottos Cave
Prop : Ocean Animals Pack 1, 2
Cut Scene
Credit

♥ 3DXR Forever ♥
Directied By Chaeone Kim
Supervisor Wooksang Jang
Character Modeling / Texturing / Rigging
Environment / VFX / Blueprint Develop / Lighting
Chaeone Kim
Environment / VFX / Blueprint Develop / Lighting
Chaeone Kim
Music 'Ah puh' - IU
Special Thanks
(Modeling) Juyeon Son, Riwon Kim
(Rigging) Hanbean Lee, Dahyun Kim, Jihoon Lee
(UE5 Game & Blueprint) Younghyun Kim, Sinyoung Lee, Sojung Park
(Modeling) Juyeon Son, Riwon Kim
(Rigging) Hanbean Lee, Dahyun Kim, Jihoon Lee
(UE5 Game & Blueprint) Younghyun Kim, Sinyoung Lee, Sojung Park
