Echoes of the grid

A 2.5D Cinematic Quick Time Event System

Solo Project

2 weeks

platform - PC

vertical slice

Unity

Echoes of the Grid is a 2.5D cinematic gameplay experience focused on integrating Quick Time Events (QTEs) with immersive camera systems and stylized action.

 This vertical slice captures a high-stakes chase sequence, a boss introduction, and an interactive combat finale — all tied together through responsive gameplay and dynamic cinematics.

Project Goals

Create a short, playable experience that combines fast-paced action with cinematic storytelling. Focus on building a Quick Time Event (QTE) system where players react to on-screen prompts during a chase and boss fight.

Gameplay

React to the Action

Follow on-screen prompts to survive. Perform quick-time actions like dodging, attacking, or evading as prompts appear during high-speed chase and combat moments. Timing is everything miss a cue, and you'll be dead.

Stay in the Chase

Navigate through a desert in the outskirts of the city GRID while being hunted by drone enemies. Quick decisions and smooth dodges keep you alive under pressure.

Missed a Cue? Try Again

Each failed action leads to a full restart. Adapt to QTE patterns, improve timing, and master the sequence through repeated attempts.


Quick Time Events (QTEs)
This is the central mechanic driving both action and narrative pacing. Players respond to on-screen prompts within a time window to progress or survive.

QTE Input Types:

Dodge Left / Right — evade incoming obstacles

Evade — avoid drone strikes or laser traps

Attack / Throw — initiate offensive actions during combat


Chase & Combat Flow

Chase Phase
Navigate through environments while dodging enemy fire and timed traps.
Boss Intro
Cinematic reveal with stylized camera work.
Combat Phase
engage in a visually guided QTE-driven boss fight.


Character

Scott Ward

A balanced frontline leader wielding heavy weapons for sustained mid-range combat.

Interactions

Dodge Right

Dodge Left

Attack

Dodge

Throw

Enemies

Minions

Chaser Drone

Boss

Technical Systems


Spline-Based Movement System

The entire system is built around spline paths, which create smooth, curved movement for both the player and enemies. This makes movement feel more natural and helps the game world feel more immersive and dynamic.




Enemy AI

Chaser Drones

These drones follow the player along spline paths, keeping a set distance while shooting at regular intervals. They make chase scenes feel intense and fast-paced.


Stationary Robots

These enemies are placed in key areas and stay still until the player enters their line of sight. When that happens, they attack immediately, creating surprise encounters and strategic challenges.




Quick-Time Event (QTE) System

The QTE system works with the rest of the game by listening for specific triggers during gameplay. It passes those triggers to different parts of the game (like enemies, UI, or the player controls) to create smooth and responsive action moments.




Camera System

The camera follows the player smoothly along the spline, automatically adjusting its angle, zoom, and field of view depending on the action. It transitions cleanly between gameplay and cutscenes, helping keep players focused and engaged.

Unity Editor View of the final QTE

Outcomes



  • Combined gameplay, cinematics, and Quick Time Events (QTEs) into one seamless experience

  • Used spline paths for smooth player movement, enemy chases, and camera transitions

  • Worked with timelines to sync gameplay actions with cinematic sequences

  • Integrated QTE prompts into chase and combat moments for fast-paced interaction

  • Designed a responsive camera system that adjusts in real-time during action

  • Created a polished vertical slice that blends storytelling with gameplay flow


Fin.

Wednesday, November 19, 2025

Made by Rahul Vinod