
Komorebi
3D Game • Unreal Engine • Contemplative Experience • 2026
Project Information
A calming first-person experience where players gradually restore color and life to a monochrome world through mindful observation and interaction. A contemplative experience designed to reduce anxiety through observation, breathing, and environmental transformation.
| Genre | Relaxation Experience / Exploration |
| Engine | Unreal Engine 5 |
| Platform | PC |
| Development Period | October 2025 – February 2026 |
| Duration | 5 Months |
| Team Size | 5 Students |
| Project Context | University Project (3rd Semester, HTW Berlin) |
| Primary Role | Gameplay Programmer, UI Designer & Game Designer |
Project Overview
Komorebi is a short interactive experience designed to help players slow down, focus on their surroundings, and reduce feelings of stress or anxiety.
The player remains stationary throughout the entire experience and can only look around the environment. By carefully observing the world, they discover interaction points hidden within the scenery. Activating these points triggers visual transformations that slowly bring color back into the environment.
As the experience progresses, the player gently levitates between observation points while witnessing the passage of time and the gradual restoration of the world around them.
The project was showcased during university exhibitions and playtested by visitors throughout development. Feedback consistently confirmed that players perceived the experience as calming and relaxing, validating the project’s core design goals.
Main Goals
- Create a relaxing and meditative experience.
- Encourage mindfulness through observation.
- Use environmental storytelling without dialogue.
- Deliver emotional progression through visual transformation.
Constraints
- 3D project developed in Unreal Engine.
- Limited asset budget.
- No skeletal animations.
- Minimal use of traditional animation systems.
My Contribution
- Gameplay Programming: I implemented several core gameplay systems using Unreal Engine Blueprints. This included the interaction framework that linked player input to environmental triggers and ensured that interactions could only occur when the player was looking at the correct location in the environment.
- Observation & Interaction System: One of my main responsibilities was creating the systems that support the game’s core mechanic: mindful observation. I developed the logic used to:
- Detect where the player was looking.
- Display contextual interaction prompts.
- Validate player interactions.
- Trigger environmental changes and progression events.
- Levitation Movement System: I implemented the player’s movement between observation points. Rather than moving directly from one position to another, I created a smooth curved trajectory that produced a more natural and dreamlike sensation, reinforcing the relaxing atmosphere of the experience.
- Breathing Animation: I created the breathing animation system used throughout the experience. This subtle movement helped reinforce the game’s themes of calmness, grounding, and controlled breathing.
- UI Development: I designed and implemented the complete user interface. This included:
- Contextual interaction prompts.
- Progression feedback.
- Visual elements supporting accessibility and clarity.
- Integration of UI systems within the Blueprint framework.
Key Learnings
- Designing simple gameplay mechanics around emotional outcomes rather than challenge.
- Building gameplay systems entirely through Unreal Engine Blueprints.
- Creating player guidance without explicit instructions or objectives.
- Using movement, color, and environmental feedback to influence player emotions and create a sense of progression.
- Collaborating across design, programming, and visual disciplines to offer a consistent vision and design.
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