Project breakdown
P.R.O.S.In development
A PS1-styled 4-player co-op extraction shooter, built in Unreal Engine 5 over a 7-week project (GP3, Team of 10). This page goes deeper than the main portfolio: the process behind each of the three maps, more screenshots, and the honest version of the technical work.
HQ — the ship
The onboarding level, set inside the players' spaceship between planetary missions. Room-to-room layout (hangar, engine room, lab, mess hall, drill bay) with natural chokepoints and a signage system that guides players without a minimap, teaching the game's vacuum-based mechanics along the way.






Pipori Prime — alien nature planet
Went from zone sketches through a beta blockout shaped by path feedback to the final level. Landing zone, forest biome and crystal cave split the map into distinct biomes for orientation and visual variety.






Veldra-9 — wasteland city
A futuristic city in a scorched desert canyon, built around verticality: elevated passages, canyon walls and rooftop zones create height-based tension, while dense urban geometry shortens sightlines. Process: terrain mesh sculpt → layout overlay → whitebox → final. The drill site sits embedded in the city center as one big setpiece (a casino, for comedic effect).



Playtest-driven iteration
Three concrete problems found in playtests, three shipped fixes.
Beacon visible from spawn
The yellow beacon at the drill objective was visible from spawn across a cliff edge. Players jumped into the abyss instead of following the path.
Fix: blocked the line of sight through geometry; beacon placement adjusted so visibility is earned once the player is on the correct path.
Return path confusion
After activating the drill, players struggled to navigate back to extraction under time pressure.
Fix: made the level a lot more linear with clear sight on the next objective through the beam, and added biomes for visual clarity.
Pacing gaps
The early blockout had long empty stretches between spawn and the drill area, with no engagement or tension.
Fix: narrowed corridors, added cover and two optional areas (caves etc.) to reward exploration, plus more interactibles and destructibles.
Tech & game design
Prototyped core systems in Blueprints during greenlight and early alpha: the drill, the extraction beacon, the quota HUD and the deathplane, then handed these off to the programming team for production. A planned spawn-randomization system was also scoped, meant to run server-side in GameMode with a seeded Random Stream so every run would differ but stay identical across all four clients, but it ultimately got cut due to time. Beyond the tech side, I also shaped core mechanics and scoping decisions in a team of ten, in close collaboration with programming and art.