Trials of Pandora
Introduction
Prometheus grants the last descendant of Pandora the power of the ancient Greek gods in the palm of their hand. Enter the world of the damned and embark on a narrative-driven FPS adventure. Uncover the missing piece hidden within Pandora’s Box and save the world before it’s too late.
Project details
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Group Project
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Developed during the Summer Period
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Ongoing
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Team Size:
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4 Designers
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1 Programmer
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3 Procedural Artists
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5 3D Artists
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Made in Unreal Engine 5
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First-Person Experience
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Fast-paced Hack and Slash
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Focus on creating a Horizontal Slice
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Contributions:
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Technical Design
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Ai Design
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Game Design
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Perforce Server Administrator
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Gameplay Prototyping
Goal
Our goal for the project was to create a horizontal slice of a game that we could show in our portfolios, learn to understand the agile workflow better and improve in our respective discipline specialisations.
My personal goal was to apply and learn more about how the technical design role worked in a group project setting and to improve my visual scripting knowledge.

Pre-Production
During pre-production, we researched various games, narrowing down what our game would be. We also decided on the scope of this project, taking the amount of time each person had to spend on this project into consideration.
While the art team decided on the art style and gathered references, the design and technical team decided on the mechanics and gameplay loop we were going for.
Prototype
Once we had decided on the type of game we wanted to make and the basic mechanics, I sat down and made a quick prototype so my teammates could try it and get a feel for the game loop.
Using Mixamo characters and animations, I made some quick and simple scripts with a very simple AI to accompany them. This took about a working day, but it gave everyone something to test out and understand what we were going for.
Gameplay
Ares Sword
When developing the melee combat, I wanted to ensure the player could not miss when the sword went through an enemy's body.
For this, I scripted a trace system that takes several points along the sword. As it swings, it draws a line between the current position of the sword and the previous position it saved. With this, I can catch any enemy that is inside these lines, and the player can slash enemies and not worry about missing
Blueprints
Zeus Lightningbolt
I decided to keep the ranged combat system very simple. When the player fires, a projectile with a projectile movement component actor is spawned in front of the player. If it hits an enemy, it calls the on damage event and destroys the actor. If it hits any other object, it just destroys itself.
To ensure missed projectiles would not linger in the level, I added a simple delay as it spawns, which destroys it after 4 seconds.
Blueprints
The Aegis
The shield's setup is very simplistic. By hitting the block button, the shield sphere around the player appears. If the AI hits it during this time, the player takes no damage.
To limit it and not make it too powerful, the shield only lasts a few seconds and has a cooldown. This makes it so the player has to choose more carefully when using the shield to block.