A 2.5D cinematic side-scrolling action-platformer set in a crumbling world consumed by shadow and flame.

Project Overview

Shadows of Destruction is a dark fantasy 2.5D side-scroller that explores themes of loss, corruption, and resistance. Players journey through a fractured realm overtaken by living shadows, using skill-based combat and traversal to survive. Inspired by titles like Ori and the Blind Forest, Dead Cells, and Inside, the project combines emotional storytelling with tight gameplay and visual atmosphere.

  • Engine: Unreal Engine 5
  • Tools: Paper2D, Flipbook Animations, Blueprints, Sequencer
  • Perspective: 2.5D (Side-Scroller with depth & parallax layers)
  • Platforms: PC
  • Team: Solo Project
  • Duration: 2-3 months

Gameplay

Responsibilities

  • Implemented core 2.5D character movement: dash, jump, wall-jump, and ledge hang.
  • Built responsive melee combat system with hit reactions, combo chaining, and boss phases.
  • Designed multiple enemy AI types with patrol, aggression, and ambush behavior.
  • Created parallax layers and background FX for environmental depth.
  • Scripted cinematic cutscenes and event-based storytelling using Sequencer.
  • Integrated health, stamina, and checkpoint systems using Blueprints.
  • Managed all UI elements, including in-game HUD and pause menu.

STORY

Centuries ago, the land of Elandar was a beacon of balance between flame and light. At its heart stood the Sanctum Flame, a divine fire said to keep the ancient Voidborn at bay – creatures born of despair, shadows, and forgotten memory.

But when the Flame was betrayed and extinguished, the Veil shattered. From the rift came an endless storm of crawling shadow and chaos, consuming the world one village at a time. Those touched by shadow became Hollows, tormented echoes of who they once were.

You play as Kael, a lone survivor and former acolyte of the Sanctum. Wielding a broken blade and the final ember of the divine fire, Kael must journey through ruined temples, sunken cities, and the heart of darkness itself – where the First Hollow awaits.

In this dying world, the question isn’t whether you’ll survive… but what parts of you will remain.

What I Learned

Mastered animation syncing between attack inputs and hitboxes.

Created emotive storytelling using subtle environment cues and NPC encounters.

Built a full side-scroller framework in Unreal with Paper2D and flipbooks.

Learned pacing between exploration, puzzle, and combat moments.

Applied level design principles like verticality, foreshadowing, and secret paths.