
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
Devlog
- 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

