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In DevelopmentGame Dev

Waterpolo Game

The game water polo deserves

Waterpolo Game

Starting Point

There is not a single good water polo video game. For a sport with millions of players worldwide, a digital representation is completely missing — no simulation, no coaching tool, no “FIFA for water polo”.

Water as a medium is a challenge both in gameplay and technically: movement works fundamentally differently than on land, physics need to feel authentic, and tactics (formations, positioning) need to be visually comprehensible.

The project is being developed alongside school and competitive sports. The scope is ambitious but realistically divided — core features first, extensions later.

Implementation

1

Build the playing field and basic movement in Unity: swimming, treading, sprinting in water with physics-based controls.

2

Shot and pass mechanics with timing and positioning logic. No randomness — skill-based gameplay.

3

Initial AI structures for teammates and opponents: positioning, movement paths, reaction to game situations.

4

Iterative expansion: match structure, TV-style camera, tactics system as next milestones.

Functions

Water-Based Physics

Swimming, treading, sprinting all feel different. The water influences every movement and every shot.

Skill-Based Gameplay

Timing, positioning, and decision quality over randomness. Earning goals instead of brute-forcing them.

Tactics Visualization

Formations, plays, and situations presented in an understandable way. Designed not just for players, but also as a coaching tool.

Authentic Representation

Developed from the perspective of active competitive athletes. Phase changes, hard duels, real match feeling.

Technical Details

Every technical decision serves one goal: representing water polo as authentically as possible without sacrificing playability.

UnityC#3D GraphicsPhysics EngineMultiplayer Networking
Unity + C#

Unity offers the best balance of 3D rendering power, active community, and cross-platform potential. C# as a type-safe language for complex gameplay logic.

Custom Water Physics

Standard physics engines are optimized for land. Water requires custom drag/buoyancy models that feel authentic without destroying performance.

Modular AI Architecture

Behavior trees for teammates and opponents. Each player type (center, wing, goalkeeper) has its own decision logic that adapts to the game situation.

Status

The core foundation is in place: playing field, water movement, shots, passes, and initial AI structures are implemented and playable.

The foundation on which match structure and tactics system will be built.

4

Gameplay systems implemented

3

AI behavior types

1

Playable base demo

Learnings

  • Water physics require a completely custom approach — standard rigidbody behavior feels immediately wrong. Custom drag + buoyancy was the only way.
  • AI teammates need “imperfect” decisions to feel realistic — perfect positioning looks unnatural.

Roadmap

Now

Active
  • Core gameplay
  • Playing field
  • Movement in water
  • Shots & passes
  • Initial AI structures

Next

  • Match structure
  • TV-style camera
  • Tactics system

Later

  • Multiplayer networking
  • Further expansion after core release