Homing
"Homing" explores how diegetic elements can support player navigation as an immersive, UI-independent layer. Developed in Unreal Engine 5, it unfolds across a fantastical land lifted from the sea by a colossal tree. Light and environmental interactions guide the player through the world, unfolding a journey of presence, return, and exploration.
This project began as a design exploration into diegetic navigation—how environmental elements can guide players without relying on traditional UI. I developed the worldbuilding around Arboran, a stylized ecosystem shaped by light, roots, and silent narrative. The process included concept development, visual direction, and creating an art bible to anchor the project’s tone and aesthetics.
From there, I self-learned Unreal Engine 5 and built a five-level prototype. This included the creation of most stylized 3D assets, hand-painted textures, blueprint-based interactivity, lighting design, and material systems. I also modeled and animated the player character, implementing all core mechanics such as totem activation, fish-led navigation, and environmental progression.
This prototype represents a complete solo pipeline—from design research to technical execution. If you're interested in trying it out, I plan to make the Windows build available for download here and on my personal website soon.
Homing-GamePlay ShowCase
The Royal Danish Academy supports the Sustainable Development Goals
Since 2017 the Royal Danish Academy has worked with the Sustainable Development Goals. This is reflected in our research, our teaching and in our students’ projects. This project relates to the following UN goal(-s)