Echoes of the Roots
Why make this game
Our main inspiration came from 2D and 3D fusion games such as Don’t Starve and Cult of the Lamb, where the game is in a 3D world but filled with 2D characters and assets. We were fascinated by this aesthetic and wanted to create our own game using this unique style. Aside from the game aesthetic, we wanted to make a game that players can quickly engage in and are entreating to watch as an audience. Hence, we chose the action game genre and wanted to develop a versatile weapon system that supports a variety of playstyles. With these intentions in mind, Echoes of the Roots was born.
How was the game made
Echoes of the Roots was developed in Unity. The team created 100% of the art assets, including all animations, environmental props and UI elements. Over 90% of the game systems were built from scratch, including our own animation system, combat module, AI behavior, and custom shaders. The only plugins we used were FEEL, Damage Numbers Pro, and Wwise.
What is the game about
Echoes of the Roots is a spellbinding journey set on an alternate Earth where ancient myths clash with futuristic technology. Step into the shoes of an interstellar explorer, utilizing a versatile weapon system to conquer consciousness-awakening plants monsters and uncover secrets of a forgotten past.
My Contribution
Project Lead
Established the premise of the project by creating key documents such as Team Charter and Project Charter, aligning team vison and goals.
Oversaw design decisions, art direction, and development progress by establishing SMART sprint goals and organizing meetings that fostered communication, aligned team vision and de-escalated conflicts, leading the team to deliver each milestone on time and within budget.
Seized outreach opportunities by actively communicating with event organizers such as Level Up Showcase, Toronto Games Week, and China Joy, resulting in the project successfully showcasing at multiple local and international exhibitions.
Systems / Level Designer
Ensured all departments had a common understanding of the game by creating key documents such as Game Design Document, Level Design Document and Level Macro.
Designed weapon mechanics, game loops, and enemy behavior with the game designer and continued to iterate the design through playtesting.
Developed game levels using beat maps, level metrics and grey boxing, successfully implementing the level with artists and programmers.



