Trial of the Elements

A third-person elemental action-adventure focused on traversal, puzzle solving, and tactical combat.

img 0250

Project Overview

In Trial of the Elements, players control a Druid who masters elemental powers to traverse a decaying world and overcome increasingly complex environmental and combat challenges.

 

As the Combat Designer, I was responsible for implementing and balancing core combat abilities, designing the final boss encounter, and ensuring responsive, expressive combat interactions in Unreal Engine.

My Responsibilities

  • Designed and implemented elemental abilities (Rock Throw, Boulder Levitate).

  • Built and scripted the final boss encounter, integrating all three elemental powers.

  • Created player-NPC interactions and ability acquisition sequences.

  • Balanced combat mechanics for usability, clarity, and level pacing.

  • Iterated on system interactions to resolve bugs and optimize responsiveness.

Rock Throw

img 0143

Purpose: A core Earth-element ability used for both combat and environmental interaction/destruction.

ActivationRight Mouse Button

  • Provide mid-range projectile offense.
  • Enable physics-based interactions for puzzles (e.g., hitting distant triggers, pressure plates).
  • Uses blueprint scripting to cast only to “rock” actor types (easily customizable).
  • Adjustable “throw force” and “pickup radius” via exposed blueprint variables.

Levitating Boulder

img 0141

Purpose: Utility-based ability allowing players to reposition heavy objects for traversal or puzzles.
Activation: Hold “R” to pick-up, release to place

  • Encourage creative use of physics and object placement.

  • Combine with environmental puzzles (e.g., pressure platforms).

  • Uses blueprint trace and float mechanics to suspend boulders.

  • Placement range controlled by variable exposed in blueprint.

  • Often used in tandem with Rock Throw to solve chained puzzles.

Additional Features

  • Designed NPC interaction dialogues for tutorializing and story progression.

  • Built functional puzzle doors triggered by pressure platforms and object placement.

  • Implemented slide mechanics, settings menu, and credits screen polish.

Inspiration

  • Core elemental traversal influenced by Jivana (Rubika Supinfogame).

  • Rock-based telekinetics inspired by Control’s environmental manipulation.

  • Focused on tight input responsiveness, clear visual feedback, and modular blueprinting for rapid iteration.

What went wrong:

  • Early collision issues between Rock Throw and glider object caused bugs across systems.

  • Debugging revealed that the throw origin was behind the glider’s collider—resolved by adjusting animation socket position and disabling glider collision.

What went right:

  • Successfully created modular, tunable combat abilities used throughout the game.

  • Boss fight successfully challenged player creativity and tested element synergy.

  • Feedback from internal testers noted fluid control and satisfying ability expression.

Tools & Collaboration

  • Unreal Engine (Blueprints)

  • Perforce – version control

  • Trello + Atlassian Suite – task tracking and feedback integration

Scroll to Top