ABYSS: VIRTUAL REALITY

ABYSS: VIRTUAL REALITY

Unreal Engine 5 & Blender

The game is set in an abandoned underground city where the player must explore, follow clues, and fight enemies to escape the maze and make their way out by finding a portal.

Two portals are linked internally: one is hidden deep within the city, and entering it transports the player to the second portal located outside, marking their escape.


The city’s architecture was inspired by the dense, interconnected passageways of Kowloon Walled City and root-like spatial systems. While the full game was not completed, the portal was developed as a standalone VR experience and was featured in the Design and Technology Association magazine, as well as showcased in exhibitions held in London and Nottingham. The project focuses mainly on the development of the portal and its interactions.

Underground City Portal

Underground City Portal

Since this is supposed to be the final scene of the game, I wanted the portal to have a sense of grandeur. However, I also needed to keep the 3D design simple, as I was still working to improve my UV mapping skills. I restricted the shapes to hexagons and built the base in Blender before exporting it to Unreal Engine. 

Since this is supposed to be the final scene of the game, I wanted the portal to have a sense of grandeur. However, I also needed to keep the 3D design simple, as I was still working to improve my UV mapping skills. I restricted the shapes to hexagons and built the base in Blender before exporting it to Unreal Engine. 

Initially, the design did not achieve the impact I was looking for, it felt too minimal for a climactic moment. To enhance its presence, I decided to incorporate VFX by experimenting with the Niagara Particle System.

Initially, the design did not achieve the impact I was looking for, it felt too minimal for a climactic moment. To enhance its presence, I decided to incorporate VFX by experimenting with the Niagara Particle System.

Niagara Particle System


My first few attempts at using Niagara were unsuccessful. The effects did not integrate well with the environment, and the portal lacked the visual weight I was aiming for. To refine it, I referenced multiple tutorials on YouTube and conducted several iterations, adjusting particle behaviours to create a more immersive effect.

Niagara Particle System


My first few attempts at using Niagara were unsuccessful. The effects did not integrate well with the environment, and the portal lacked the visual weight I was aiming for. To refine it, I referenced multiple tutorials on YouTube and conducted several iterations, adjusting particle behaviors to create a more immersive effect.

Final Outcome


After testing the scene in VR, the portal finally achieved the intended impact. The challenge in bringing this design from concept to 3D was balancing its mystical appearance while staying true to the design objective. To achieve this, I showed the presence of exposed wires at its base, subtly hinting at human involvement, reinforcing the sense of a lost civilization repurposed by later inhabitants.

Final Outcome


After testing the scene in VR, the portal finally achieved the intended impact. The challenge in bringing this design from concept to 3D was balancing its mystical appearance while staying true to the design objective. To achieve this, I showed the presence of exposed wires at its base, subtly hinting at human involvement, reinforcing the sense of a lost civilization repurposed by later inhabitants.

Outer Portal

Outer Portal

Unlike the mystical underground portal, the second portal needed to blend seamlessly into the outside world. To be consistent with the design objective, I planned to create a rusted, abandoned structure that would resemble mechanical debris.


I modeled the portal in Blender and then imported it into Unreal Engine. I added a glowing core at its center, using the Niagara Particle System to maintain visual consistency with the first portal.

Unlike the mystical underground portal, the second portal needed to blend seamlessly into the outside world. To be consistent with the design objective, I planned to create a rusted, abandoned structure that would resemble mechanical debris.


I modeled the portal in Blender and then imported it into Unreal Engine. I added a glowing core at its center, using the Niagara Particle System to maintain visual consistency with the first portal.

User Testing

User Testing

I tested the scene on my peers, observing how they interacted with the environment and where their focus naturally shifted. They found the experience engaging and unlike anything they had encountered before. Their feedback provided valuable insights, helping me refine certain elements to enhance immersion and interaction.

New Designers Showcase

New Designers Showcase

I had the opportunity to showcase my VR experience at New Designers, where I gathered feedback from a range of people, including professionals and a diverse audience of different age groups. Most users, whether gamers or not, engaged with the experience for about 10 minutes, with first-time VR users showing particular excitement. Children drew comparisons to elements of Minecraft, while adults were fascinated by the portals’ wavy, ethereal nature.

I had the opportunity to showcase my VR experience at New Designers, where I gathered feedback from a range of people, including professionals and a diverse audience of different age groups. Most users, whether gamers or not, engaged with the experience for about 10 minutes, with first-time VR users showing particular excitement. Children drew comparisons to elements of Minecraft, while adults were fascinated by the portals’ wavy, ethereal nature.