Echo of the Forest
A narrative action-platformer about a young witch trying to rebuild a fractured community in a forest shaped by unresolved emotions.

About the game
Echos are traces left by the memories and conflicts of those who abandoned the village. Instead of destroying them, the player must transform them through non-violent encounters. Each conflict resolved can bring a villager back and help rebuild the village.
Gameplay development
I build Echo’s gameplay systems from design through production, while using technical R&D to explore mechanics that need new approaches. The GPU fluid simulation below is one example, investigating how a simulated material can become part of the game itself.
Technical R&D
GPU fluid advection
GPU simulation · Compute shaders
Echos can be represented through fluid emotional elements whose properties change when affected by potions. To explore that system, I built a fluid simulation in Godot 4.6 using its experimental Compositor API and compute shaders, keeping flow, density, color and mixing active on the GPU in real time.
The prototype explores how those changing properties can become part of the interaction itself, allowing the state of an Echo to be represented and transformed through the simulation rather than treated as a purely visual effect.
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