Echoes of the Temple is a first-person adventure game with exploration and puzzles on the forefront of the experience. The protagonist finds himself in a strange place and time and must solve the mystery of his presence there.
Genre: Adventure / Puzzle
Engine: Unreal Engine
Roles: Lead Game Designer, narrative designer, programmer, various smaller roles
Play it now on itch.io: Echoes of the Temple
Download the Game Design Document: Echoes of the Temple - GDD
Created and designed the overall mechanics of the game
Designed the Vision Mask Mechanic
Designed the 3Cs and the overall game feel
Programmed two of the three mains mechanics (Vision + Speed Masks) and many other things
Wrote the monologues of the game
Co-managed the team throughout the project
While not wearing the Vision Mask, the player only sees reality.
While wearing it, the unseen becomes visible.
Achieved using a simple logic of hiding actors in the game, changing the materials and modifying some collision channels.
Challenges met while designing this mechanic
How to have the Vision Mask assets ready to be used and called only when required?
The fix? Creating separate blueprint actors that could be re-used by the level designers in order to create the puzzles and only calling the code when the mask is worn by the player.
I then sat with the level designer of the Vision Mask trial and we defined together what was needed. It ended up being "decals", "arches with a doorway", "stairs" that could be pushed and "materials" to create the ghostly look.
In the end, along with the Vision Mask Camera that is called when the mask is worn by the player, the overall look of the game feels like the player can see and interact with another reality.
As an extra for players using a controller, whenever the mask is worn and the player is in range of an hidden object, the controller subtly vibrates to indicate something is nearby that can be now seen in order to guide the player in finding the solution.
Early on we decided to ground our game in reality and our worlds' physic.
Therefore the game is viewed in the first-person and the movement of the character are more akin to a normal human being.
The player can walk, sprint briefly, jump and crouch as well as interact with levers and hold a torch to illuminate the dark corridors of the temple.
Challenges met while designing the 3Cs and the overall game feel
How to have a realistic feel all while having access to 3 main mechanics that have a unique look and grant special otherworldly abilities?
Early in the project while setting up the character, I decided to have the code be inside the player for all the main mechanics and I created 5 different cameras to achieves this.
Having 5 cameras allowed us to design and test more efficiently while creating a unique look and game feel for our game and the main mechanics used throughout.
The Main Camera was the "default" one, simulating the player's normal point of view of our game world along with a realistic depth of field effect that blurs near objects like his hands as he looks at further objects.
The Vision Mask Camera was designed with a blue otherworldly tint, a more aggressive film grain and a fish-eye lens that distorted the view of the player and a dirt mask that supplements lens flares.
The Speed Mask Camera was designed to augment the colors and the saturation a bit of certain colors only (mostly red and yellow) as well as having a more aggressive lens flare and dirt mask effect.
The Spore Mask Camera was designed to simulate hallucinations by boosting colors to the max.
The Death Camera only comes on when the player dies and simulates the loss of control; everything fades to black and white.
Since each camera is only called and turned on when the corresponding mechanic comes in effect, the code remains small and efficient and the player benefits from the full individual look and feel of each cameras instantly.
See my demo reel of Echoes of the Temple here!