
First Person - Action Adventure
Trails of Pandora
Project Coordinator - Game & Level Designer

Project Breakdown
Key Contributions
Trails of Pandora is a group-developed first-person action-adventure prototype, created to showcase my expertise in Project Coordination, Game Design, Level Design, and Game Production, developed in collaboration with 10 other game developers.
Built entirely in Unreal Engine 5, I led the project’s team efficiency, managed weekly group presentations, and guided the creative direction from the original concept through to completion within a 7-week development cycle.
This prototype highlights both my game development proficiency and my ability to lead and manage a development team through all stages of production.
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Project Coordination - Led weekly presentations and maintained open communication channels with all team members. Oversaw the project's creative direction, ensuring alignment between the original vision and the final product.
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Game Design - Collaborated closely with the design team to define core gameplay systems and structure the narrative. Designed game mechanics and features that contributed to a cohesive and engaging player experience.
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Level Design - Created a full level blockout based on the established rules and mechanics. Focused on gameplay flow, pacing, and player engagement to reinforce the game’s vision and ensure a fun, polished experience.
Game Design
The game design took inspiration from the fast-paced gameplay of DOOM and the rich, mythological setting of God of War, while introducing an original narrative of its own. Our core design pillars were Fast-Paced Movement, Diverse Combat and Narrative-Driven Storytelling.
During the Pre-Production Phase, we worked as a team to define the game's core mechanics, progression systems, environments, and narrative elements. Once the vision and content scope were solidified, I collaborated with the design team to structure and write the Game Design Document—ensuring all departments had a clear blueprint to follow throughout development.
Narrative Summery
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In ancient Greek, Natural disasters and illnes has spread rapidly without any known cause.
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But one day, a rumor spread of the Pandoras box and its containment of horror, but also its salvation.
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You play as Hera, a young girl who sets out to find the salvation in the box, the goddess Elpis, that can save the worlds illnesses. But the box is well put away by the gods, and her journey begins.
Design Pillars

Fast Paced
Movement

Diverse
Combat

Narrative
Story
Level Design
With the Game Design foundation established, the Design team transitioned into the Level Design Phase. During this stage, we collaboratively determined the number of levels required, defining the unique purpose and game play focus for each one.
Once the level distribution was finalized, each designer took ownership of their assigned level and began the blockout and production process. To maintain cohesion and ensure a consistent player experience, we held weekly presentations and feedback sessions. These check-ins allowed us to align with the game's core vision, iterate effectively, and maintain a high level of polish across all levels.
Overview Screenshots
Level Overview

Level Beats & Flowchart

Post Mortem
Managing a Team Online: With prior knowledge of team dynamics and efficiency, transitioning to a fully remote production environment came with unique challenges. Balancing development with personal responsibilities and work commitments made team management more complex than expected. However, I quickly learned that in remote settings, making every moment count and ensuring effective communication is crucial to maintaining momentum and productivity.
Conclusion: Working on this project has been an incredible experience that truly pushed me as a developer. From the early concept phase to the final iteration, I committed to a structured game development pipeline, refining my designs and sharpening my leadership skills.
Watching the game come to life step by step was both rewarding and eye-opening. Throughout the process, I significantly grew in Game Design, Level Design, Team Management, and Iterative Development—gaining insights and skills that I’ll carry with me into future productions.