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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.
 

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

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

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.
 

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!

Loop.png

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 props which the players could manipulate

Screen Recording 2026-07-29 001002.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.

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

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

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.

Screenshot 2026-08-02 034606.png
Screen Recording 2026-08-02 170305.mp4
EntRecording.mp4
Gameplay
00:00/00:00
Concept
Prototype
Final Build
Enemy Implementation

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.)

P.R.O.SEnemysystem.png

Here's a Blueprint snippet showcasing the boss enemy's attack event and patterns. Drag while holding right-click to move the blueprint and Ctrl+scroll wheel to zoom out.  The embed on the right unfortunately only works properly on desktop

Project Work

Elemental System

Conception and Design

The elemental system was created to enhance the physics sim aspect of the game and to increase the interactions between the environment and players.

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.

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

2026-06-17 12-32-30.mp4
ElementInteractions.png

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

Here's a Blueprint snippet showcasing how each of the status effects is applied and how combinations are found. Drag while holding right-click to move the blueprint and Ctrl+scroll wheel to zoom out.  The embed on the right unfortunately only works properly on desktop

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