BONEYARD / TOP-DOWN ACTION-ADVENTURE 2026


After two third-person projects, Echoes and After The Ashes, I wanted to build a complete game from start to finish: small in scope, but with every piece in place.

Boneyard is a top-down action-adventure inspired by the early Zelda games. A skeleton wakes up in a graveyard with missing bones. Angry ghosts have hidden them in three crypts, and each one holds a new ability needed to reach the final boss.

The look comes from 1930s cartoons like The Skeleton Dance: black and white, film grain, rain and flickering light. It's a playful subject with a darker, vintage mood.

Compared to After The Ashes, Boneyard introduces:

  • Real-time combat with melee, a thrown weapon and a dash

  • Enemies with different behaviours, and a boss fight

  • Ability-gated progression: each crypt unlocks a new tool

  • An upgrade economy based on collected souls

  • A full game loop: menu, save system, settings, credits and end screen

  • Keyboard and gamepad support

Everything is built entirely in Blueprints in Unreal Engine 5.

Note: A playable build will be available soon.

CREDITS : 
Game Design & Development : Julien Pietri (Third Hand) with the help of Claude
3D Models & Sound Effects : Kenney
Music : HydroGene

SYSTEMS

Combat & Abilities.
Three abilities, each earned in a different crypt:

  • Bone Boomerang: thrown weapon that hits enemies and switches at range

  • Bone Dash: quick dash with invincibility frames that breaks cracked walls

  • Lantern: lights the darkness and reveals hidden souls

Enemies.
Each ghost type asks for a different approach:

  • Angry Ghost: chases the player and deals contact damage

  • Wailing Ghost: keeps its distance and throws projectiles

  • Golden Ghost: rare, runs away, drops a big soul reward

  • Boss: bigger, tougher, waiting at the end

Progression & Economy

  • Souls dropped by ghosts or hidden around the levels

  • Spent at graves to upgrade maximum health

  • Secrets reward exploration

Save & Persistence

  • Graves act as save points: heal, upgrade and save

  • Saves level, health, souls, inventory and upgrades

  • Separate settings save

Level Design

  • A graveyard hub, three crypts and a boss arena

  • Each crypt follows a clear structure: combat hall, item shrine, hidden alcove, save point, boss door

  • Layouts planned from top-down reference maps, then blocked out in engine

    UI & Presentation

  • Health HUD, profile menu with inventory and controls

  • Data-driven item descriptions and on-screen hints

  • Settings menu, credits and end screen

  • Typography inspired by 1930s cartoon title cards

    Look & Sound

  • Black & white post-process grade with film grain and an old-film effect

  • Night, rain and wet reflections with Ultra Dynamic Sky & Weather

  • Music and sound effects

DESIGN DEVELOPMENT

Process