
Echoes Of Stella
A first-person, narrative-driven horror game built around a unique core mechanic: echolocation.
Year:
2025
Timeframe:
1 Month
Tools:
UE 5, C++


Overview
A first-person stealth horror game built in Unreal Engine 5. The core mechanic, Echolocation, creates a high-stakes risk-reward loop: players utilize sound waves to visualize the environment, while the AI-driven enemy dynamically tracks these noise events to hunt them down.
My Work
Hierarchical AI Architecture: Engineered a modular Enemy AI using C++ Behavior Trees. Implemented custom BTTasks and Decorators to handle complex state transitions (Patrol to Investigate to Chase) based on sensory stimuli. Advanced Navigation (EQS): Integrated the Environment Query System (EQS) to generate dynamic search points around the player’s last known location, allowing the AI to intelligently flush the player out of hiding spots. Spline-Based Patrol System: Built a custom PatrolPathActor using Spline Components to drive non-linear enemy movement, decoupling path logic from the AI Controller for greater level design flexibility. Performance Optimization: Diagnosed and fixed a critical Memory Leak in the Post-Process rendering pipeline. Implemented a custom garbage collection routine in EndPlay to safely deallocate Dynamic Material Instances, stabilizing frame rates.





