Skip to content

Games / Project Echo

Project Echo

A third-person action prototype built around a sound-driven combat system.

PrototypeSep 1, 2026

Overview

This is the long-form write-up for the game: the pitch, what makes it interesting, and what you learned. It’s regular Markdown, so you can include code:

void UEchoPulseAbility::ActivateAbility(const FGameplayAbilitySpecHandle Handle,
    const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo,
    const FGameplayEventData* TriggerEventData)
{
    if (!CommitAbility(Handle, ActorInfo, ActivationInfo))
    {
        EndAbility(Handle, ActorInfo, ActivationInfo, true, true);
        return;
    }
    UAISense_Hearing::ReportNoiseEvent(GetWorld(), ActorInfo->AvatarActor->GetActorLocation(), Loudness, ActorInfo->AvatarActor.Get());
}

Design goals

  • Goal one
  • Goal two

Postmortem

What went right, what went wrong, and what you’d do differently.

What I built

  • Sound-reactive ability system in C++ on top of GAS
  • Custom AI perception sense that reacts to player noise
  • Data-driven weapon tuning via DataAssets

Screenshots

Player using a sonic pulse ability on a group of enemiesTraversal through a ruined industrial area

Devlog

  1. Project Echo Devlog #1: Making sound a weapon

    Kicking off a sound-driven combat prototype in UE5, and why I built it on the Gameplay Ability System.

Specs

Engine
Unreal Engine 5.6
Role
Solo developer: programming, design
Team
Solo
Duration
3 months
Platforms
Windows
Genre
Action, Third-Person

Tech

  • C++
  • Gameplay Ability System
  • Enhanced Input
  • Niagara
  • Claude Code
  • MCP