FADING ECHO
Studio: Emeteria | Publisher : New Tales
Genre: Action adventure | Platform: Consoles & PC
Engine: Unreal Engine 5
Role: Lead Game Designer
KEY ACHIEVEMENTS
I’ve worked for 3 years as a Lead Game Designer on Fading Echo, a third-person action-adventure game for consoles and PC.
I joined the studio at the very beginning of the concept phase and stayed with the team until the end of the alpha.
High level design
- Defined the game vision alongside the creative direction team
- Defined high-level design intentions for key features
leadership & production
- Mentored designers to support their growth
- Provided feedback and validated designs to ensure alignment with the vision and budget constraints
- Partnered with Production to prioritize the feature development backlog and maintain team focus
- Collaborated with Art, Tech, and Narrative teams to deliver high-quality cross-disciplinary features
Combat
- Defined combat pillars and philosophy in collaboration with the creative direction
- Designed character abilities and oversaw enemy design, ensuring a cohesive and challenging combat experience
- Designed the full combat system, including a context-sensitive target-snapping mechanic improving combat readability and responsiveness
3Cs
- Designed a context-driven input management system, dynamically resolving character actions based on player input and game state to maximize responsiveness
- Improved camera movement and collision handling in collaboration with the Tech Director
- Collaborated with the art team to ensure animation are tight and VFX legible
- Tweaked character movement parameters to ensure a smooth and responsive gameplay
systems
- Designed player’s level up system and built the Excel file for balancing the XP dropped by enemies and the XP required to level up
- Designed the character perks system allowing the player to create character builds
- Designed the UX of the perks system (wireframes + UI animations)
prototyping & implementation
- Prototyped game mechanics using Unreal Engine Blueprints and proprietary tooling
- Implemented player actions and core systems using proprietary development tools




