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Echoes of Myth

A dark-fantasy Soulslike prototype in Unreal Engine 5, built around the relationship between combat commitment, movement and space.

Role
Game Design, Gameplay Prototyping, Level Design
Discipline
Game Design, Unreal Development
Tools
Unreal Engine 5, Blueprint Visual Scripting
Year
Echoes of Myth — an armoured knight holding a flaming sword, facing a tall hooded figure in a stone canyon

Echoes of Myth is a dark-fantasy Soulslike project developed in Unreal Engine 5, focused on translating the deliberate rhythm of Soulslike combat into a playable prototype and arena-based game experience.

The project explores the relationship between player movement, attack commitment, defensive timing, encounter space and progression — combining gameplay design with hands-on implementation inside the engine.

Soulslike gameplay, in this project, comes from how these ideas relate to each other — not from any one mechanic on its own.

Combat
Movement
Space
Risk
Progression

Light Attack
A faster offensive action intended for more immediate attacks and lower commitment.
Heavy Attack
A more committed offensive option intended to create a stronger risk/reward decision than the light attack.
Dodge Roll
A defensive movement mechanic that allows the player to reposition and respond to threats, reinforcing timing and spatial awareness.
Parry
A second, more precise defensive option alongside the dodge roll — mapped as its own input rather than a variant of it.
Target Lock
Locks onto and releases a target, keeping the camera and attacks focused on one opponent during an encounter.

Echoes of Myth control scheme diagram, mapped for gamepad and keyboard/mouse

Mapped for both gamepad and keyboard/mouse from early on, separating attack, parry, dodge, target lock and item/weapon/artifact switching onto their own inputs rather than overloading a handful of buttons.

The important part isn't that the player can attack and dodge — it's how those choices are meant to work against each other.

Light Attack
→ lower commitment, faster response
Heavy Attack
→ higher commitment, greater risk
Dodge
→ defensive timing, repositioning
Parry
→ precise timing, punishes commitment
Enemy Pressure
→ forces decision-making
Arena Space
→ changes positioning and movement

Enter
Observe
Engage
Attack / Evade
Adapt
Progress

The environment isn't just visual scenery — the arena layout is meant to shape movement, positioning, distance, and how readable a fight stays under pressure.

Encounter space is part of the combat design, not separate from it: where a fight happens changes what decisions are available inside it.

Echoes of Myth in the Unreal Engine 5 editor — a third-person character in a flooded, monolith-lined arena
In-engine — Unreal Engine 5 viewport, third-person prototype level.
Early environment mood board — reference imagery for fog, statues, mythology and treasure motifs
Early environment reference / mood board, not an in-game screenshot.

Built and prototyped directly inside Unreal Engine 5.

  • Unreal Engine Workflow
  • Blueprint Visual Scripting
  • Gameplay Prototyping
  • Player Mechanics
  • Combat Prototyping
  • Character Interaction
  • Level Design
  • Environment Assembly
  • UI Implementation
  • Lighting & Atmosphere
  • Asset Integration
  • Game Logic
  • Debugging
  • Iterative Development

Blueprint Visual Scripting was used to implement and prototype gameplay behaviour directly inside the engine — connecting player input, combat actions and reactions without leaving the editor.

The project's Blueprint structure separates concerns into dedicated folders — level prototyping, characters, input and UI among them — with the interface itself split into its own widget blueprints for the player HUD, inventory and quick-item bar.

The project also includes an artifact system, tied into player progression — the player can equip and switch between artifacts during play. The specific artifacts, their abilities and how progression works aren't detailed here yet.

01 / Concept
Define the dark-fantasy Soulslike direction and intended player experience.
02 / Systems
Define the core player mechanics and the relationships between attack, movement and defensive actions.
03 / Prototype
Translate the gameplay concept into Unreal Engine 5.
04 / Space
Develop the arena / level around player movement and gameplay requirements.
05 / Iterate
Test mechanics, interaction and level behaviour, and refine the prototype.

Game design, gameplay design, gameplay prototyping, level design, and Unreal Engine implementation.

01
Designing interconnected gameplay mechanics rather than isolated features.
02
Translating game-design concepts into playable Unreal Engine prototypes.
03
Working with Blueprint Visual Scripting and Unreal Engine workflows.
04
Thinking about level space as part of gameplay and combat design.
05
Designing within an established genre while making deliberate mechanical decisions.