A third person adventure game prototype developed by UE5

Homing

A third person adventure game prototype developed by UE5
Shalow
Green

Navn
Xinru Liu Fog
Uddannelsesgrad
Kandidat
Fagfelt
Design
Institut
Design og Visuel Interaktion
Program
Visual Game and Media Design
År
2025

"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

Thumbnail
A third person adventure game prototype developed by UE5
Front Page
A third person adventure game prototype developed by UE5
Level 1
Light Up
Level 2
Shalow
Level 3
Landmark Tree
Level 5
Green
Sub level 1
Orange
Sub Level 2
A third person adventure game prototype developed by UE5
The white tree
WaterRise
Water Rise
A third person adventure game prototype developed by UE5
Homing-Start
WaterRise
UnderWater
Underwater
Release Energy

Det Kongelige Akademi understøtter FN’s verdensmål

Siden 2017 har Det Kongelige Akademi arbejdet med FN’s verdensmål. Det afspejler sig i forskning, undervisning og afgangsprojekter. Dette projekt har forholdt sig til følgende FN-mål
CV

Hi ~ I’m Xinru Fog — a game artist with a Master’s degree in Game & Media Design from The Royal Danish Academy. I currently work as a concept artist at Tactile Games, focusing on 2D illustration and concept design for characters, environments, and the visual structure of overall game flows. From early ideation to production-ready assets, I take a flexible visual approach, using a wide range of tools and pipelines to support cohesive game development.

Beyond the digital realm, I’m also a clay artist who enjoys crafting character sculptures by hand.

Uddannelse og relevante kurser
-

Game and interaction design, Bachelor degree, KADK

-

Game and Media Design, Master degree, KADK

Erhvervserfaring
-

Illustrator

I draw 3 to 5 illustrations per month for text stories
for this children's book publisher. So far, I have
completed the illustrations of two stories that have
been serialized for more than two years.
-

2D environment artist - Tactile Games

Create 2D environment assets for Lily's Garden
-

Concept Artist - Tactile Games - On going

Focusing on 2D illustration and concept design for characters, environments, and the visual structure of overall game flows. From early ideation to production-ready assets, I take a flexible visual approach, using a wide range of tools and pipelines to support cohesive game development.
IT-kompetencer
Photoshop
UE5
Blender
Substance Painter
Unity
Adobe Illustrator
Figma
Sprog
Danish
English
Chinese