Game introduction

“Ego Echo” is a game built around dual-personality switching and survival adventure. The player is an ordinary office worker worn down by routine, moving between a modern office world and a primitive natural one and using personality switching to survive, explore and fight. The game looks at the conflict between social rules and inner freedom, and at finding balance under extreme conditions. Made with Unreal Engine, Maya, Blender and Substance Painter.

Inspiration and concept

The inspiration comes from Fight Club’s treatment of identity and a split psyche, and from Sapiens on the individual within the modern division of labor. The core idea is duality: two personalities match two worlds, each suited to one environment and triggering different interactions, while cyclical mechanics reflect how extremes turn into their opposite, pushing the player to balance pressure and release.

Inspiration and design concept.

Personality traits and switching

Jack is timid and physically weak but creative and responsible; he is good at exploration, gathering and crafting, cannot fight, and cannot stray far from the base. Taylor is bold, aggressive and optimistic with strong combat ability, but overconfident and unwilling to gather or farm; playing as him becomes a first-person shooter. Jack has a sanity value that rises when exploring, moving away from light or meeting danger. Past a set value the player can switch to Taylor manually; past the critical threshold the switch happens automatically.

Traits, abilities, limits and switching conditions of the two personalities.

Characters and entities

Character design stresses contrast and complementarity: Jack dresses conservatively and reads as reserved and sensitive, while Taylor wears a punk-rock leather jacket that shows his rebellious side. Monsters are projections of Jack’s subconscious fears, mostly everyday objects he dislikes such as work tools, computers and security cameras. Wild animals either provide materials or act as symbols of Jack’s psyche that drive the story.

Player characters, monsters and animals.

Environment design

The map is split along an east–west axis into two opposing settings: the modern office GRID in the west, the world Jack wants to escape, and the primitive WILD in the east, a return to survival instinct. The base is a projection of Jack’s subconscious core, where the player rests, sorts resources and crafts. Further west the space becomes a grid of offices with more collectible, combinable tools and dangerous monsters in darker areas that must be avoided or fought after switching. The east allows hunting and farming, but the tools needed depend on materials from GRID.

Layout of the base, GRID and WILD areas.

Blueprint implementation

Unreal Engine Blueprints implement character–weapon interaction, sanity and personality switching, item interaction, entity–player interaction and entity behavior AI.

Blueprints for the main systems.

Screenshots

Opening dialogue, collecting and inspecting items, crafting tools and weapons, interacting with the scene, setting traps, exploring the forest, encountering and evading monsters, switching personality, combat and the post-battle summary.

Screenshots (1).
Screenshots (2).

Demonstration video

Gameplay demo

Technical content adapted from the author’s portfolio and project files.

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