
Third-person adventure game with puzzle elements. Eve is a girl who survived a catastrophe and gained the ability to resonate with the Echoes of the past.
About the Game


Eve is a researcher from the group «Ash Collectors.» They receive a signal and send her to study her hometown to find other survivors and understand how to combat local anomalies—dissonances.
Echo
Following the disaster in the city, sound anomalies began appearing. Local residents named them «echoes.» Echoes are divided into two types: unisons and dissonances.


Unison — a single echo that Eve can record on tape. Dissonance — a cluster of echoes from different frequencies that destabilize Eve and prevent her from moving forward.

The gameplay unfolds as follows: Eve traverses the locale, gathering unisons, clearing dissonances, and recording the results of her actions in a journal. Then, she relies on the data from her journal to clear more complex dissonances and reach the final locale, where her friend is supposed to be waiting.
Lead
The following control tools were used to manage the team:
- A task tracker familiar to the entire team;
- Weekly team status survey;
- Reflection at the end of each module, tailored to the team’s condition
The team experienced numerous conflicts. During development, these conflicts frequently required moderation and consultation with faculty. Fortunately, all issues were resolved over time.
Despite all the challenges, the game came together!


Game Design
The most challenging task was figuring out precisely how the echoes would cancel each other out. After extensive development, the decision was made to base the system on the «rock-paper-scissors» model, which was later refined and augmented with external echo connections.
Programming
I coded the entire script myself, with the exception of the feedback code, for which a specialized tool was created to accommodate the VFX artist’s requests.
The coded plugin tracks three states:
• Entry and exit from the interaction radius; • Start of interaction; • End of interaction.


Radio Station Activities
Programmed and interactive objects on the radio station include records that Eve collects across different locations to listen to, a chair where she can sit, and an altar where she can look at photos of her loved ones.
The system for interacting with these objects allowed for a greater variety in gameplay and brought life to the hub.
