unity · 3d metroidvania · dlc
Echoes of the Past — Additional content
Gameplay Programmer · Level Designer · Game Designer · QA Tester
A DLC for Maseylia: Echoes of the Past, a true-3D Metroidvania with a Mœbius-inspired sci-fi art direction, where the player unlocks new abilities that reopen the level design: every power changes how you traverse the world.
I designed the DLC's overall prototype and gave it its direction — from the gameplay programming of the new systems to the level design.
Maseylia: Echoes of the Past is a true-3D Metroidvania built in Unity, with a Mœbius-inspired sci-fi art direction where nature and ancient technology merge into surreal landscapes. This DLC extends the game with a fresh arc of levels, designed around a steady ramp-up of the player's toolkit.
The through-line is classic to the genre but demanding to balance: each new ability (grapple, teleport, dash, double jump…) becomes the central mechanic of a segment, then combines with earlier ones to open increasingly technical traversals.
Gameplay Programmer · Level Designer · Game Designer · QA Tester
I designed the DLC's overall prototype and gave it its direction. On the programming side, I developed new mechanics — the orbs, platforms, traps and tools detailed below — that didn't exist in the base game; the mechanics already present (the character's movement and abilities) I reused as-is. I then structured the six-segment learning curve — which ability to introduce and when — so the unlocked power and the obstacles answer each other.
As Gameplay Programmer, I developed in Unity these new systems — orbs, platforms, traps and tools — added on top of the existing mechanics to bring the DLC's progression to life.
A swing anchor: the player latches on, builds momentum and gets launched.
Placed up high, the orb acts as an anchor point: once attached, the player swings around it, and the moment they let go decides the direction and strength of the launch. It lets the player clear gaps too wide for a jump, and the release timing becomes a skill in its own right, to be chained with the other abilities to keep momentum going.
Flips when the player jumps, forcing you to anticipate the input and the landing.
A platforming object that reacts to the player's jump: by flipping, it forces them to keep their remaining jumps in reserve to correct their trajectory. A single input now requires anticipating the landing, opening up new possibilities and adding depth to the jumping sequences. Note: the final animation and visuals for the platform are not implemented yet.
A controlled glide that stretches and steers the fall trajectory.
A gliding ability that, once airborne, reduces fall speed and lets the player steer their horizontal trajectory to clear larger gaps and fine-tune their landing point. It turns a simple jump into a genuine aerial traversal phase, meant to be combined with the other abilities.
A rail system that guides the player along a defined path.
Once latched on, the player automatically follows a path laid out in advance by the level designer, at a controlled speed, and can detach at any time to chain into a jump or another ability. The rail is used both to cross areas that can't be traversed on foot and to frame more spectacular moments or set the pacing of a segment.
Slows down time on activation to thread the most nerve-racking passages.
On activation, the orb slows down the game's time flow for a short duration while the player's controls stay responsive, giving them a window to read and adjust their movement through the most demanding passages. The resource is limited, which encourages picking the right moment rather than overusing it.
Opens a window to pick a save point and teleport straight to it.
Rather than a simple respawn at the last checkpoint, the tool opens an interface listing the save points already unlocked; the player selects one and teleports to it instantly. They can freely return to an area, restart a specific segment or avoid long back-and-forth trips. It is also a strong iteration booster during playtests, letting you jump straight to the slice of level you want to test.
More straightforward systems, reused across the segments.
A continuously rotating platform, an unstable footing to cross on rhythm.
Timed on/off cycles: reading the rhythm and nailing the timing.
Returns the player to a previous state/position tied to the orbs: a controlled reset.
Applies a constant velocity to whoever stands on it, in a given direction.
Only shatters under a dash impact: a hidden gate gated by the ability.
Laser beams rotating around a center, with tight windows to slip through.
The DLC is split into six segments. Each one unlocks a new core ability that becomes the heart of its teaching, then introduces its dedicated obstacles and traps before recombining everything.
Mechanics introduced
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Mechanics introduced
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Mechanics introduced
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A mastery segment
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Mechanics introduced
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Mechanics introduced — the climax
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The DLC isn't out yet, but the base game is available on Steam.