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