Systems

Reusable gameplay systems, architecture experiments, and technical breakdowns from Echo Systems Lab and related projects. This section focuses on the code behind the play: mission flow, weapon handling, progression, audio, input, interaction, UI, and player feedback.

Featured System

Echo Systems Lab is a Unity project built to demonstrate connected, reusable gameplay systems in a professional-style test environment.

Core Architecture

Systems that control mission flow, player progression, object interaction, and the structure connecting scenes together.

Mission Terminal and unlock flow

Mission Terminal & Unlock Flow

A data-driven mission selection system using ScriptableObjects, unlock requirements, dynamic UI generation, and persistent completion state.

  • Unity 6
  • C#
  • ScriptableObjects
  • Progression
Unity screenshot of weapon unlock state

Save, Progression & Unlocks

Persistent player progress tracking for completed missions, unlocked weapons, active loadout data, weapon XP, and hub-to-trial progression.

  • Unity 6
  • C#
  • Save Data
  • Persistence
Unity screenshot of weapon pedestal interaction prompt

Interaction & Prompt System

A reusable raycast-based interaction framework for mission terminals, weapon pedestals, prompts, and interactable world objects.

  • Unity 6
  • C#
  • Interfaces
  • World Interaction

Missions & Target Range

Runtime systems for timed drills, target objectives, scoring, mission state, completion, and trial progression.

Unity screenshot of Target Range mission Scriptable Objects

Target Range Mission Framework

A state-driven mission controller for timed weapon drills, HUD updates, score tracking, accuracy stats, trial completion, and return-to-hub flow.

  • Unity 6
  • C#
  • Mission State
  • HUD Feedback
Unity screenshot of TargetRangeTargetGroup inspector setup

Target Spawning & Objective Modes

A flexible target group system supporting respawning drills, destroy-all objectives, hidden destroyed targets, disabled colliders, and persistent broken-state visuals.

  • Unity 6
  • C#
  • Objective Logic
  • Target Groups

Weapons & Game Feel

Weapon systems focused on data-driven behavior, loadouts, aim feel, view model feedback, reload flow, and player readability.

Unity screenshot of WeaponData inspector, bandolier HUD, or weapon loadout behavior

Weapon Data, Loadout & Drill Restrictions

A data-driven weapon architecture with owned weapon collections, temporary mission weapons, loadout cycling, ammo definitions, reload modes, and mission-specific restrictions.

  • Unity 6
  • C#
  • Weapon Data
  • Loadouts
Unity screenshot of weapon view model recoil, muzzle flash, or reticle feedback

Weapon Handling & Feedback

A modular view model feedback system for kickback, recoil, reticle motion, muzzle flash, reload hooks, dry fire feedback, idle bob, and movement sway.

  • Unity 6
  • C#
  • Game Feel
  • View Models

Audio, Input & UI Systems

Supporting systems that turn raw gameplay into something responsive, readable, and easier to tune.

Unity screenshot of audio settings menu

Audio Subsystem

A refactored audio architecture using reusable audio event data, weapon audio data, music management, ambience layers, UI sounds, mixer routing, and volume settings.

  • Unity 6
  • C#
  • Audio Mixer
  • Subsystem Design
Unity screenshot of keybindings menu

Input, Keybindings & Pause Flow

A Unity New Input System wrapper for player input, gameplay input locking, pause behavior, key rebinding, and saved binding overrides.

  • Unity 6
  • C#
  • New Input System
  • Keybindings
Graphics Settings menu showing resolution, FPS cap, graphics quality, brightness, UI scale, windowed mode, VSync, apply, reset defaults, and back controls.

Graphics Settings Menu

A player-facing settings system for resolution, fullscreen/windowed mode, quality presets, VSync, FPS cap, brightness, UI scale, reset defaults, live preview, and persistent preferences.

  • Unity 6
  • C#
  • Settings UI
  • PlayerPrefs
  • Display Options