Dark Fantasy Action RPG

Ashes of Elysium

Ashes of Elysium is a dark-fantasy action RPG focused on responsive melee combat, exploration, character progression, and challenging enemy encounters. The project is structured around modular gameplay systems so combat, enemies, abilities, equipment, and progression can expand without tightly coupling individual systems.

Ashes of Elysium cover

Role

Gameplay / Systems Development

Year

Prototype

Platform

PC

Focus

Modular melee combat, AI, and progression architecture

Skill Loadout

Modular melee combat, AI, and progression architecture

Main tools and systems connected to this case study.

Third-person melee combat

Enemy AI state flow

Boss encounter design

Skill-tree progression

Data-driven equipment

Modular gameplay architecture

Media Breakdown

Gameplay, integrations, and feature clips

Multiple short clips make it easier to review specific systems without watching one long unstructured video.

Ashes of Elysium dark fantasy world exploration view

World Exploration View

Wide environment visual showing the tone, scale, and exploration framing of the project.

Ashes of Elysium boss encounter gameplay

Boss Encounter

Combat-facing still showing the boss battle presentation and close-range melee pressure.

Ashes of Elysium melee combat exchange

Melee Combat Exchange

Moment-to-moment combat still focused on weapon timing, defense, and readable enemy response.

Project Context

Dark-fantasy action RPG prototype featuring responsive melee combat, enemy AI, boss encounters, character progression, equipment systems, and a modular data-driven gameplay architecture. This case study is structured to make the contribution, technical choices, and production thinking easy to review in a focused project walkthrough.

UnityC#AnimatorState MachinesScriptableObjectsSave SystemPCSouls-like melee combatEnemy AI combat statesBoss encountersSkill-tree progressionEquipment and loot systemsSave and load progression

My Contribution

Built reusable gameplay architecture so combat, AI, progression, and item data could evolve without becoming tightly coupled.

Structured combat around state-driven actions, stamina cost, cooldown control, combo timing, and responsive player feedback.

Separated equipment, stat growth, and progression systems from the controller layer so new content could be added with minimal script changes.

Process

Designed the project around modular systems instead of one-off mechanics so enemies, weapons, abilities, and upgrades could scale cleanly.

Used animation events to drive hit detection, combo windows, and combat timing instead of embedding those behaviors directly in animation clips.

Kept AI, progression, and item configuration data-driven so multiple encounters and builds could be supported from the same underlying systems.

Workflow Model

Build state-driven combat for light attacks, heavy attacks, dodge, block, damage response, and abilities.

Create enemy behavior flow for patrol, detection, pursuit, attack, retreat, and death.

Connect progression through skill-tree branches, stat upgrades, abilities, and equipment modifiers.

Support exploration and long-session play with save/load progression and modular content hooks.

Issues Solved

Prevented combat mechanics from turning into isolated scripts by separating action state, stamina rules, hit timing, and progression modifiers.

Allowed multiple enemy behaviors to share one core architecture through configurable state parameters rather than custom logic per enemy.

Made equipment and item stats extensible without rewriting the core player combat controller each time new gear was added.

End Result

A dark-fantasy action RPG prototype that demonstrates reusable combat architecture, configurable enemy AI, boss combat structure, and scalable progression systems inside Unity.

Next Improvements

Add gameplay footage for combat, traversal, and boss encounters when a public capture is available.

Expand equipment variety and progression branches using the existing data-driven setup.

Add more explorable spaces and encounter types on top of the current modular systems.

Links