🏛️ Gallery: Arena of Echoes
Feature: "It’s Just a Dream" – Narrative Tutorial Sequence
1. Atmospheric Level Design & World Building
- The Shot: A wide view of the Ancient Chinese-stylized landscape all across the "great wall" level(influenced by Crash Bandicoot 3-Coco's Level.
- Technical Caption: "Designed a high-contrast, atmospheric tutorial level utilizing large-scale environmental assets and custom lighting to establish the game’s 'dream' aesthetic. Usage of SFX ambient music according to every checkpoint and environment. Focused on pathfinding and visual cues to guide players naturally toward the central weapon-choice mechanic without over-relying on UI markers."
- The Shot: The meet with the Tiger Kuda and the path-giver Zorpheus.
- Technical Caption: "Implemented a modular 'Choice Logic' system where player decisions dynamically assign starting weapon archetypes (Fire vs. Ice). This sequence serves as a seamless onboarding process, integrating mechanical weapon-testing directly into the narrative flow."
- The Shot: Fighting the Pyrion the Dragon boss or Polar the Bear.
- Technical Caption: "Engineered Third-Person combat encounters featuring varied AI archetypes. Developed custom hit-reaction logic, VFX synchronization for elemental abilities, and boss phase-switching based on health thresholds. The encounter concludes with a scripted 'Void' transition event, waking the player in the main world to continue the story."
- The Shot: The cinematic lightning portal outro that gives the character proper narration from a mysterious character and a deep dive again into reality.
- Technical Caption: "Utilized the Unreal Engine Sequencer to bridge gameplay and narrative, timing visual effects and camera transitions to heighten player immersion. All combat VFX were optimized for performance while maintaining the high-impact visual style required for a competitive third-person experience."
Project Highlights: Competitive Modes
CTF vs AI & Deathmatch Systems
- The Shot: The Arena of Echoes Menu showing "CTF vs AI" both in the Single or Multiplayer selection .
- Technical Caption: "Beyond the narrative campaign, I architected a standalone competitive framework featuring 'Capture the Flag' and 'Deathmatch' modes. This included developing a custom AI navigation and decision-making system to ensure a challenging solo experience, alongside a unified Main Menu system for seamless mode selection."
- Level Design : A variety of levels such "HvH" a Capture the Flag with GoodVEvil characteristics, "Tritons Island" a Deathmatch Island map in ancient Greece containing the temple of Triton son of Poseidon .
Gallery: Arena of Echoes : 🌓Yin-Yang (CTF Mode)
Technical Showcase: Asymmetric AI & Orbital Level Design
1. Celestial Narrative Design: The Sun & Moon Conflict
- The Shot: The outer space view with the high-contrast lighting from the sun and the presence of the Earth and Moon.
- Technical Caption: "Inspired by the iconic 'Facing Worlds' (UT), I engineered a unique celestial environment where the lighting and atmosphere are driven by the orbital proximity of the Sun and Moon. This 'Yin-Yang' aesthetic serves as a functional visual anchor for team bases, utilizing high-contrast lighting to aid in player orientation during fast-paced competitive play."
2. Advanced AI Systems: Patrol & Retrieval Logic
- The Shot: AI characters moving along the walkways or engaging in combat.
- Technical Caption: "Developed a multi-layered AI system for the Capture the Flag mod. Utilizing Custom Patrol Routes, agents follow a sophisticated circular pattern designed to strategically navigate between bases. I architected the AI to prioritize the flag objective, transitioning from 'Patrol' to 'Retrieval' states upon base entry to ensure a competitive and objective-driven bot experience."
3. Perception-Based Combat: Hearing & Vision Triggers
- The Shot: AI Necromancer/Mage engaging the player within a specific radius.
- Technical Caption: "Engineered a robust AI Perception System utilizing both hearing and vision stimuli. Bots operate within a defined detection radius; once a rival is perceived, the AI dynamically breaks its patrol route to engage. This system utilizes state-machine logic to handle tactical combat, ability usage, and 'return-to-duty' behaviors after an encounter is resolved."
- The Shot: The death screen showing "Respawn," "New Character," and "Restart".
- Technical Caption: "Implemented a comprehensive GameState and UI flow for competitive modes. The death screen manages critical player choices--Respawn (Immediate Action), New Character (Loadout Swap), or Restart (Session Reset). This architecture ensures that player flow is never interrupted, maintaining high engagement in high-stakes arena environments."
Arena of Echoes – 🔥Heaven vs. Hell (CTF)
Technical Showcase: Pathfinding Optimization & Sub-Level Integration
1. Sub-Level Environmental Architecture
1. Sub-Level Environmental Architecture
- The Shot: The high-contrast lava biome with stone textures and glowing emissive materials.
- Technical Caption: "Developed a multi-environment HvH map utilizing Unreal Engine Sub-levels to manage three distinct biomes within a single match session. This architecture allows for optimized memory usage and seamless transitions between the 'Heavenly' heights and 'Hellish' depths, maintaining a stable 60+ FPS while handling complex particle systems (fire/embers)."
- The Shot: The player facing off against an AI "Stealth Dagger" or "2Handed DPS" agent on a narrow stone path.
- Technical Caption: "Overcame significant pathfinding challenges by implementing Custom Navigation Links and manual Path Route definitions. I refined the AI routing to prevent agents from getting stuck on narrow terrain or lava borders. This ensured that bots maintain a constant, aggressive flow during combat encounters, regardless of the verticality or narrowness of the level's geometry."
3. Narrative Anchors: The Fallen Flag
- The Shot: The red flag sitting in the center of a stone alcove.
- Technical Caption: "Integrated narrative-driven 'Point of Interest' (POI) placement. By utilizing the red flag as a central objective anchor in the 'Hell' sub-level, I directed player and AI flow toward high-tension choke points. This placement ensures that combat is focused and the competitive loop remains tight across all three map sections."
Arena of Echoes – 🔱Triton Island
Technical Showcase: Cultural World-Building & Real-Time Data Sorting
1. Monumental Level Design: The Temple of Triton
- The Shot: The panoramic view of the ancient island with the Temple of Triton sitting on the central peak.
- Technical Caption: "Constructed a large-scale, culturally inspired landscape featuring the Temple of Triton. The level design focuses on verticality and long sightlines, utilizing a centralized landmark to naturally orient players during combat. I balanced the open terrain with dense foliage and ruins to create tactical cover and diverse combat engagement zones."
- The Shot: The interior of the temple with the massive golden Triton statue and emissive fire effects.
- Technical Caption: "Leveraged Unreal Engine 5’s Lumen and custom emissive materials to create high-impact interior lighting. The central golden statue serves as a high-value 'POI' (Point of Interest), utilizing localized light sources and particle-based fire effects to enhance the narrative atmosphere and visual fidelity without compromising technical performance."
3. UI/UX & Backend Logic: Real-Time KDA Sorting (RTC)
- The Shot: The in-game scoreboard widget displaying Name, Kills, Deaths, and Ping in a sorted order.
- Technical Caption: "Engineered a custom Real-Time Calculation (RTC) widget system for dynamic match tracking. Utilizing raw Blueprint variables and array-sorting logic, the system automatically reorganizes the scoreboard according to the highest KDA ratio. This implementation ensures that competitive player data is accurately reflected in the UI immediately upon a 'Kill' or 'Death' event."
- The Shot: Close-up of the temple entrance with Greek text inscribed on the stone.
- Technical Caption: "Integrated narrative depth through environmental storytelling. The custom stone textures include ancient Greek inscriptions ('ΑΒΕΤΡΙΤΩΝΠΡΙΓΚΨΘΑΛΛΑΤΗΣ'), anchoring the game's fantasy world in historical authenticity. This attention to detail ensures a cohesive player experience where the environment supports the game's lore."























































