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Yeonjae Kim // GameDev

ECHOES IN THE VOID

FALL 2024 β€” VIST 210

Course project for VIST 210. I led programming and game design to deliver a playable prototype on a short timeline, using tight iteration to refine UX, systems, and polish.

Project Type
VIST 210 – Time and Interaction
Roles
Lead Programmer β€’ Game Designer β€’ UI/UX Designer β€’ Sound/Music Design β€’ Narrative Writing β€’ Documentation β€’ Voice Acting
Key Contributions
Gameplay systems implementation, interface design, audio-driven atmosphere, narrative scripting, and production-ready documentation.
Full Game Trailer β€” Echoes in the Void

The final release trailer for Echoes in the Void β€” showcasing the complete experience in 2079 aboard the starship Vanguard, where an encounter with a mysterious stone statue sets off an eerie descent into darkness. This trailer encapsulates the full gameplay systems, refined mechanics, VFX polish, and narrative tone we’ve built toward launch.

Interactive 3D Main Menu

A fully interactive 3D main menu designed for Echoes in the Void β€” blending environmental storytelling with UI. The camera, lighting, and scene objects all respond dynamically, turning the menu itself into part of the experience.

Sprint, Crouch & Lean System

Core movement mechanics for Echoes in the Void β€” including sprinting, crouching, and a smooth leaning system for tactical visibility. These mechanics enhance both immersion and player control in tight spaces.

Dynamic Footstep Audio System

A reactive audio system for Echoes in the Void β€” footsteps adapt to surface type (metal, tile, carpet, etc.), player speed (walk/sprint), and encumbrance (heavier loads => stronger transients, lower pitch, and longer tails). Designed for stealth readability and environmental immersion.

Core Echolocation Mechanic

The central echolocation system in Echoes in the Void β€” when activated, players emit a sound pulse that visually maps the environment, revealing nearby objects, structural geometry, and enemy silhouettes in real time. A tactile mechanic that turns sound into sight and blends exploration, navigation, and stealth into one immersive sensory layer.

Projectile-Based Echolocation

An experimental audio–visual echolocation system in Echoes in the Void β€” each projectile emits a soundwave on impact, briefly illuminating the environment and revealing silhouettes hidden in the dark. A hybrid mechanic that blends combat utility with navigation and tension.

Auto Depth of Field

A dynamic auto depth of field system for Echoes in the Void β€” the camera automatically shifts focus based on scene elements and player perspective, making the visuals feel more cinematic and interactive.

Item Inspection System

An immersive inspection system for Echoes in the Void β€” pick up, rotate, and closely examine objects with contextual callouts and subtle camera dynamics. Built for narrative clues, hidden markings, and environmental storytelling.

Inventory System β€” Weight & Encumbrance

A responsive inventory system for Echoes in the Void featuring item weight and encumbrance. Heavier loadouts slow player movement and sprint acceleration, encouraging meaningful trade-offs between gear and mobility. UI updates in real time as items are added/removed.

VFX Suite β€” Sparks & Soul Projections

A curated collection of VFX sequences I created for Echoes in the Void β€” from subtle light sparks and ambient glow effects to haunting soul projections that add emotional and atmospheric depth to key narrative moments. Built using Niagara particles, real-time shaders, and sequenced animation logic that syncs with player actions and storytelling beats.

Adaptive Monster AI

A dynamic monster AI system for Echoes in the Void β€” creatures react to player-made sounds, stalking toward footsteps or dropped objects. If spotted by the player, the monster turns invisible, circling to ambush with unpredictable attacks. Designed to build tension and force adaptive stealth play.

Monster AI β€” Sound Detection & Jumpscare

A dynamic monster AI system for Echoes in the Void β€” creatures stalk the player by moving toward sound sources (footsteps, dropped items). When the player is caught or touched, the monster immediately triggers a scripted jumpscare sequence, blending animation triggers, audio cues, and camera overrides to deliver a sudden and terrifying encounter.

Prototype & Pitch Overview

A short overview of our initial prototype and pitch for Echoes in the Void β€” covering the core fantasy, gameplay pillars, and the early vertical-slice plan. I walk through the core loop (explore β†’ listen/echolocate β†’ avoid/engage β†’ progress), the technical risks we identified (AI visibility/invisibility, audio-driven detection, performance), and how we scoped milestones for a playable demo.

Beta Update β€” Feature Complete (Preview)

A second progress update showing the near–feature-complete beta build: refined echolocation, monster AI with contact-triggered jumpscares, dynamic audio/footsteps, inventory & encumbrance, inspection, and mission/dialogue flow. Visual polish includes Niagara-driven VFX, camera auto-DOF, and an interactive 3D main menu.

Gameplay Demo β€” Initial Release Build

A full gameplay demo of the Echoes in the Void initial release build. This version demonstrates the core systems in action β€” echolocation, monster AI with jumpscares, inventory & encumbrance, inspection, and mission/dialogue flow. While playable and representative of the design, it is not yet the polished, final version seen later in the full game trailer.