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P.R.O.S

Co-OP Extraction // PC

You are employees of an intergalactic mega-corporation.

 

Your job? Extract as many resources as possible from unassuming planets.
 

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The corporation doesn't care about collateral damage.​ Should you?

AI, Systems & Tech Designer
Team Size
10
7 Weeks
[CITYPNG.COM]Unreal Engine White Logo PNG - 4000x4000.png
P.R.O.Seyecatch.mp4

Game Concept

P.R.O.SVer2.mp4
00:00/00:00

P.R.O.S. is a co-op multiplayer physics sandbox game with extraction shooter elements.

As a team of up to four players, descend onto each world, handle the local populace, find the drill controller and mine each planet for all that they're worth.
 

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Each player is equipped with an industrial-grade vacuum, using which they can inhale, blow, launch and manipulate enemies, world objects and other players for silly physics interactions and emergent elemental chain reactions!

P.R.O.SCoreLoop2.png
ExplosionPROS.mp4

While brainstorming on what we wanted to create, we decided on creating something that can emphasize chaotic, emergent & systemic gameplay.

We also decided to make sure these moments aren't scripted but show up naturally as the players go through the game

Role And Responsibilities

Some of the work I did for this project:
 

  1. Created and implemented 6 regular enemies and 1 boss 
     

  2. Worked on and fleshed out the elemental system, enabling cross-elemental interactions for players, enemies & the environment
     

  3. Helped in the creation of various different physics objects and destructible props which the players could manipulate and destroy using their vaccuum

EnemiesPROSHappy

Project Work

Elemental System

Conception and Design

The elemental system was conceptualized to create systemic gameplay and to increase the interactions between the environment and players.

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For example, using the vacuum to shoot out a burning log should put all trees in the vicinity to also get put on fire, etc.

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The final build contains 3 unique elements, all of which interact apply a status effect to both the players and enemies

PROSChemShowcase.mp4
EnemyExplodePROS.mp4

These effects are not isolated to the environment or between players, but can also apply through enemies. Some enemies can apply these elemental effects to not only the player but to other enemies/pieces of the environment as well.

PROSChem.png
Elemental.mp4
Prototype
ProsFire.mp4
EnemyElecPROS.mp4
ElementInteractions.png

Each of these 3 elements when combined produce a unique effect shown on the right here

ElecFirePROS.mp4

Project Work

Enemy Design

Enemy Conceptualization & Design

My key focus during this was to ensure there was enough enemy variety, all the while making sure the enemy behaviour wasn’t too intrusive or annoying but remained challenging.

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At the same time, a physics sim also cannot have enemies that are too challenging, and as such, many of the enemies not only interact with the player but also have interactions with other enemies

All enemies in the game inherit from 1 base enemy class. 

The base enemy primarily defines and initialises the rules around the common components which each enemy requires(Health, Elemental interactions etc.)

The enemies are divided into 2 main categories: Horde & Boss

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  • Horde enemies, as the name suggests, appear in large hordes to swarm the 4 players. These enemies also only have 1 type of attack, mixed in with different player detection methods(Some lock onto 1 player, others swap targets)
     

  • Boss enemies have a much larger health pool, multiple different attack patterns and a clear weakness, making them feel more like a puzzle to solve than just another enemy to kill.

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Screenshot 2026-08-02 034606.png
BossProto
EntRecording.mp4
Gameplay
P.R.O.SEnemysystem.png
Concept
Prototype
Final Build
Enemy Implementation

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