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DANIEL ABE
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DANIEL ABE
Home
Projects
About
Contact
Home
Projects
About
Contact

About The Echoes Of The Fallen

Echoes of the Fallen is a dark, cathedral-inspired level built in Unreal Engine 5. The project focuses on guiding the player through space using lighting, composition, and sightlines. Tension is created through limited visibility and environmental storytelling. Warm candlelight contrasts with cooler ambient tones to establish focal points and subtly direct movement. Props such as debris, blood, and fallen weapons reinforce a world shaped by past conflict, without relying on explicit narrative.

This corridor is designed to control player movement and focus attention forward. The narrow space and slight elevation create a choke point, slowing progression and increasing tension.

Lighting guides the player, with a brighter focal point in the distance drawing them deeper into the space, while surrounding darkness creates uncertainty.

A bloodstain near the wall suggests previous failed attempts, reinforcing the idea that the player is not alone. This acts as an environmental “echo,” tying into the core theme and building unease.

This was intentionally designed to slow pacing before a potential encounter and build anticipation.

This scene focuses on environmental storytelling, using props and lighting to imply past events without explicit narrative. The remains in the foreground act as a focal point, immediately suggesting that others have entered this space and failed.

Warm lighting highlights the debris and skeletal remains, drawing the player’s attention, while cooler tones in the background create depth and contrast.

This reinforces the theme of Echoes of the Fallen, where traces of previous attempts remain within the environment, building a sense of history and unease.

This moment is intended to pause the player briefly, encouraging observation before moving forward.

This scene is designed to foreshadow an encounter where statue-like enemies activate when the player approaches.

The fallen weapon and surrounding debris suggest previous failed attempts, reinforcing the idea that these enemies are not immediately obvious threats. This creates a moment of tension, where the player is encouraged to read the environment before progressing.

These elements act as “echoes” of past encounters, tying into the project’s theme and using environmental storytelling to support gameplay mechanics.

About Core Combat

Combat Systems Prototype is an early development Unreal Engine 5 project focused on prototyping fast-paced melee combat, player movement, dodge mechanics, and animation responsiveness.

The prototype currently includes a basic attack system, forward dodge implementation, weapon integration, and animation-driven movement testing.

The main goal of the project is to experiment with how combat timing, movement, and animation transitions work together to create responsive gameplay and maintain combat flow.

Development has focused heavily on combat feel, including attack responsiveness, dodge pacing, and maintaining momentum between actions.

This prototype is also being used to further develop my understanding of gameplay systems, animation montages, and combat design workflows within Unreal Engine 5.

The idle stance was chosen to create a more aggressive and dynamic silhouette compared to a neutral standing pose. The extended blades and lowered posture help communicate speed, tension, and close-range combat focus before gameplay even begins.

This prototype currently focuses on core combat systems such as dodging, weapon integration, animation testing, and responsiveness.

The environment is intentionally minimal to prioritise gameplay iteration and combat mechanic development.

This project is currently in early development and focuses on prototyping core combat mechanics such as player movement, dodging, weapon integration, and animation responsiveness.

The current dodge implementation uses forward evasive movement to experiment with combat pacing, momentum, and fluid transitions between offensive and defensive actions.

This attack animation was chosen to reinforce the prototype’s focus on fast and aggressive melee combat. The exaggerated pose and extended weapon arcs were designed to improve combat readability while creating a stronger sense of momentum during attacks.

Animation-driven movement is currently being tested to explore how combat timing and player movement can work together to maintain responsiveness and flow between actions.

Hi, I’m Daniel Abe

Gameplay Designer & Unreal Engine Developer
UK Based

Unreal Engine 5 • C++ • Blueprints • Combat Design • Level Design

I’m an aspiring game designer and Unreal Engine developer focused on gameplay systems, combat design, and environmental storytelling.

My work currently explores responsive melee combat, player movement, level atmosphere, and gameplay-driven design within Unreal Engine 5.

I enjoy prototyping mechanics, experimenting with player feel, and building spaces that support gameplay and tension through visual direction and environmental storytelling.

I’m continuing to develop my skills in gameplay programming, combat systems, and level design while building a portfolio of Unreal Engine projects.

Current Focus

  • Designing responsive melee combat systems

  • Experimenting with combat timing and player movement

  • Building gameplay prototypes in Unreal Engine 5

  • Creating atmospheric environments through lighting and composition

  • Exploring environmental storytelling and level pacing

  • Developing gameplay programming skills using C++ and Blueprints

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