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    Curator Collection


    This area of the Library contains a hand-picked list of references that our knowledgeable team of volunteer curators have deemed particularly informative about Pantheon and its development. This is a great place to start if you already have a basic understanding of Pantheon, but want to learn more.

    The references below can be found in other areas of the Library labeled with a icon. This list may change as time goes on and Visionary Realms releases new content.

    The references below are organized in reverse chronological order, so the most recent info will always appear first in searches from top to bottom. If you haven't already, we highly suggest opening the Search Guide in a separate tab to assist as you explore the Library:



    From the Great Hall:

    You can view references by category and get additional info about that category by clicking on any label in angle brackets next to the headings (Ex: <<Gameplay Stream>>, <<Dev Roundtable>>, etc.), which will take you to that section of the Reference Catalog.

    2022-Apr 7: Parting the Veil - E2 - Soloing in Pantheon: Rise of the Fallen <<Miscellaneous>>

    Solo vs. group content
    How design evolves over time
    Designing matchmaking tools
    How changes to combat affect soloing
    Soloing and different levels of progression
    Some classes being better at soloing than others
    Learning to play a class before endgame
    Content monopolization from solo players and the world opening up as you level [itemization, progression]
    Preventing soloing from becoming easier than grouping
    Players can level up by soloing, but grouping allows players to experience everything Pantheon has to offer

    2022-Mar 10: Pantheon: Rise of the Fallen - HDRP Part II <<Video News>>

    Biome generation with Gaia
    Adaptability of Gaia and how it speeds up world building
    Water system
    Day/night cycle
    Weather system
    Climbing mountains
    Internal quality assurance for performance with the weather system
    Most art assets shown are finalized
    In-game day/night cycle does not correlate to real world day/night
    In-game seasons in addition to day/night
    How weather will behave now that the world is seamless
    Vendors opening and closing with the day/night cycle
    NPC populations in Thronefast

    2021-Nov 25: Parting the Veil - E1 - Pantheon: Rise of the Fallen is Not Niche - Part 2 <<Miscellaneous>>

    Death penalties don't have to be alienating by design [target audience]
    Why people still think Pantheon is an EverQuest "clone" [design, target audience]
    Avoiding feature creep [design, implementation, development]
    Improving accessibility without decreasing challenge [community, limited playtime, onboarding]

    2021-Nov 18: Parting the Veil - E1 - Pantheon: Rise of the Fallen is Not Niche - Part 1 <<Miscellaneous>>

    Pantheon is not being designed as a Niche game [target audience]
    Creating tension with Death Penalties
    Designing for a “niche market”  limits creativity [target audience]
    Pantheon's target audience [Pantheon overview]
    Free mounting system [mounts, travel]
    Designing with fun in mind
    Balancing death penalties with ways to recover

    2021-Oct 21: October 2021 Newsletter <<Newsletter>>

    Producer's Letter [seamless, open world, NPC chase range, leashing, Alpha 1, combat, HDRP, class abilities, network stack implementation, harvesting nodes, world building, zones, graybox, animations]
    Monthly Recap
    Heads Down with Kyle and Rob [Kyle Olsen, Robert Crane, programming, Unity engine, HDRP, URP, Gaia, development, world building, graybox, network stack, Ranger and Summoner implementation, server population, client]
    The Space Between the Lines

    2021-Oct 14: Pantheon: Rise of the Fallen - HD Rendering Pipeline Part 1 - Tech and Tools <<Video News>>

    HDRP overview
    Unity engine scene programming
    Unity Collaborate
    Zone loading screens
    Houdini vs. Gaia
    Graybox to terrain development demo
    World building speed with procedural terrain
    Variable terrain erosion
    Has Kingsreach terrain map changed with Gaia?
    Cave asset development demo
    World building speed with procedural terrain (cont'd)
    How Gaia affects the development timeline
    Procedural NPC and character assets
    Terrain and asset streaming demo in Unity engine
    Seamless world and zone lines
    World size limitations with terrain streaming
    Asset detail density with terrain streaming
    Terrain and asset streaming demo in Unity engine (cont'd)
    Patch Notes
    Avendyr's Pass graybox terrain before & after screenshots
    Refer a Friend program

    2021-Aug 13: Pantheon: Rise of the Fallen - CohhCarnage Hosted Gameplay - August 2021 <<Gameplay Stream>>

    Character selection screen
    Pantheon overview and team size
    Halnir Cave
    Rogue role, abilities, and Opportunity unique combat resource
    Limited Ability Sets
    Rogue Opportunity combat resource and stealth
    Rogue trap abilities
    Autoattack keybind
    Combat music and audio
    Ability rotation combat
    Rogue toxin crafting ability
    Class passive utility abilities
    Rogue toxin crafting ability (cont’d)
    Rogue Vapor Trap ability and pulling
    Wraith NPC AI and abilities
    Assist command
    Rogue stealth strategy
    Saved ability loadouts
    Assist command and macros
    Enchanter Spell Turn ability
    Trap detection
    Wrath of Wraith ability and NPC AI
    Ranged combat implementation
    NPC Superheated Trait
    NPC Traits and Dispositions
    Free trial
    The importance of crowdfunding
    Pre-Alpha player population and pledge perks
    Belts as light sources
    Female character models
    The importance of immersion, exploration, and group interdependence
    Ability acquisition
    Ashbarran the Banebound miniboss fight
    NPC combat vs. Climbing
    Interactable objects
    Non-combat activities and roleplaying
    Player profiles and matchmaking
    Enchanter Spell Turn ability duration
    Halnir Cave lore
    Safe spots
    Target audience
    Revenue model
    Pre-Alpha testing
    The Thief of Eternity boss fight
    Thronefast grayboxed

    2021-Jun 4: NPC Combat Tactics <<Video News>>

    Isle of Infinite Storm introduction
    Meaningful decisions for NPC AI
    NPC AI custom targeting logic
    Logic flowchart for NPC casting stun on healer
    Gameplay demo for NPC casting stun on healer
    Tuning NPC AI
    Logic flowchart for NPC pulling caster in closer
    Logic flowchart for NPC purging a crowd controlled ally
    Gameplay demo for NPC purging a crowd controlled ally
    Logic flowchart for NPC taking advantage of an off-balance enemy
    Logic flowchart for NPC casting on an enemy with mana resource
    Logic flowchart for NPC casting on an enemy mana user who is not crowd controlled
    Gameplay demo for NPC taking advantage of an off-balance enemy and enemy with mana resource
    Action twitch combat vs. tab targeting [pacing]
    Logic flowchart for NPC choosing between 2 targeting options
    Ability flowchart for curse damage with knockback
    Gameplay demo for Demise ability (curse damage with knockback)
    Definition of challenge
    Patch Notes
    NPCs running out of mana resource
    Abilities to break crowd control
    NPC Ability overlap
    Dispositions and NPC AI
    Traits and Dispositions
    NPC AI applied to types manually
    Designers using tools without programming team assistance
    Intelligence attribute tied to depth of NPC AI
    Collision with objects when being pushed back
    NPCs working together for strategies and combos

    2021-May 14: Alpha One Breakdown <<Video News>>

    Why classes are top priority for Alpha 1
    Why pets are second priority for Alpha 1
    The importance of NPC AI combat awareness
    Why Universal Render Pipeline (URP) and Network stack aren’t first priority for Alpha 1
    Guild functionality in Alpha 1
    The importance of the Perception system
    Banking in Alpha 1
    The importance of Climates
    Atmospheres renamed to Fractures
    Work left to be done on Climbing
    Pyrophobic, bloodthirsty, and mana-crazed Disposition implementation 
    Limited Ability Set loadouts
    LFG tool
    Factions in Alpha 1
    Tutorial and onboarding in Alpha 1
    Character models and Ranger animations
    The importance of game audio, sound effects, and music
    Terrain map of Kingsreach
    Level 1 - 30 Gameplay loop for Alpha 1
    Timeline for new race class combination matrix
    Approximate time to level from 1 - 30
    Will all races be playable and rigged in Alpha 1?
    Racial starting attributes
    When grayboxing will be replaced with finished terrain art assets
    Outsourcing rigging, art assets, character modeling, and sound

    2020-Oct 14: October 2020 Producer’s Letter <<Newsletter>> [Kickstarter, programming, refactor, Project Faerthale, Pre-Alpha testing]



    From the Kickstarter Era:

    This section only contains statements from January 2014 to December 2014. Any game-related information therein may no longer be applicable. This information is provided for historical purposes only.

    2014-Feb 22: Site Launch Letter from Brad [target audience, Kickstarter, crowdfunding, investors, publishers, team size, website, pledge perks]