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