AFTER THE ASHES / THIRD PERSON GAME 2026
After Echoes, I wanted to build something more complete.
After The Ashes is a step forward — moving beyond a simple exploration experience into a deeper, more interactive world, where systems and atmosphere work together.
A trip to Japan played a key role in shaping that direction. The atmosphere, the sense of place, the attention to detail — it pushed me to create a world that feels meaningful to explore, with more purpose and depth.
The project is also inspired by modern action RPGs like Black Myth: Wukong, combining strong atmosphere with layered gameplay systems, while staying true to my own creative approach.
Compared to Echoes, After The Ashes introduces:
Meaningful NPC interactions
Dialogue-driven progression
A quest system with objectives and rewards
Item collection that impacts gameplay
Persistent world states that remember player actions
Everything is designed to feel connected — choices, progression, and exploration all shape the experience.
Note: Current footage is work in progress — higher quality captures will be shared soon.
CREDITS :
Game Design & Development : Julien Pietri (Third Hand) with the help of Aura
Assets : Epic Games and Fab / Quixel
SYSTEMS
Dialogue System
Core of all interactions:
Branching dialogue & player choices
Conditions based on flags and items
Quest triggers and rewards
NPC memory (one-time / reactive conversations)
Quest System
Data-driven and fully integrated:
Created via data tables
Multi-step objectives (including deliveries)
Rewards (XP, gold, items)
Persistent progression
World & Persistence
Ensures player impact is remembered:
Persistent world states
Saved choices, items, and dialogue history
Items & Interaction
Item collection tied to gameplay and progression
Inventory integration
NPC interactions driven by player input
UI System
Clear dialogue interface with dynamic choices
Designed for readability and immersion
SHOWCASE
